Improve cmake and GUI (#13)

+ Packaging and CI for Windows, Mac, Linux
+ Debian package, NSIS Windows installer, OSX appbundle
+ Example application using libqtk
+ Component installation for `qtk`, `libqtk`, or `collection` with cmake
This commit was merged in pull request #13.
This commit is contained in:
2023-03-12 02:02:26 +00:00
parent a04ebae42a
commit e889785b65
100 changed files with 5585 additions and 88181 deletions

165
src/CMakeLists.txt Normal file
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################################################################################
## Project for working with OpenGL and Qt6 widgets ##
## ##
## Author: Shaun Reed | Contact: shaunrd0@gmail.com | URL: www.shaunreed.com ##
## All Content (c) 2023 Shaun Reed, all rights reserved ##
################################################################################
# Qtk Library
# We always build libqtk since the plugins and GUI both depend on it.
add_subdirectory(qtk)
install(
FILES
"${CMAKE_CURRENT_BINARY_DIR}/${PROJECT_NAME}Config.cmake"
"${CMAKE_CURRENT_BINARY_DIR}/${PROJECT_NAME}ConfigVersion.cmake"
COMPONENT libqtk
DESTINATION lib/cmake/${PROJECT_NAME}
)
install(
EXPORT qtk_export
FILE ${PROJECT_NAME}Targets.cmake
NAMESPACE ${PROJECT_NAME}::
COMPONENT libqtk
DESTINATION lib/cmake/${PROJECT_NAME}
)
# System install for qtk_library
install(
TARGETS qtk_library
# Associate qtk_library target with qtk-export
EXPORT qtk_export
COMPONENT libqtk
FILE_SET HEADERS DESTINATION include
INCLUDES DESTINATION include
LIBRARY DESTINATION lib
ARCHIVE DESTINATION lib/static
RUNTIME DESTINATION bin
)
# Qtk Application
if(QTK_BUILD_GUI OR QTK_INSTALL_PLUGINS)
add_subdirectory(app)
endif()
if(QTK_INSTALL_PLUGINS)
# Optionally install custom Qtk plugins for Qt Designer.
install(
TARGETS qtk_library qtk_plugin_library
COMPONENT collection
LIBRARY DESTINATION "${QTK_PLUGIN_LIBRARY_DIR}"
ARCHIVE DESTINATION "${QTK_PLUGIN_LIBRARY_DIR}"
RUNTIME DESTINATION "${QTK_PLUGIN_LIBRARY_DIR}"
)
install(
TARGETS qtk_collection
COMPONENT collection
LIBRARY DESTINATION "${QTK_PLUGIN_INSTALL_DIR}"
ARCHIVE DESTINATION "${QTK_PLUGIN_INSTALL_DIR}"
RUNTIME DESTINATION "${QTK_PLUGIN_INSTALL_DIR}"
)
endif()
if(QTK_BUILD_GUI)
install(
TARGETS qtk_app
COMPONENT qtk
BUNDLE DESTINATION .
LIBRARY DESTINATION lib
ARCHIVE DESTINATION lib/static
RUNTIME DESTINATION bin
)
qt_generate_deploy_app_script(
TARGET qtk_app
OUTPUT_SCRIPT QTK_DEPLOY_SCRIPT
NO_UNSUPPORTED_PLATFORM_ERROR
)
install(SCRIPT ${QTK_DEPLOY_SCRIPT} COMPONENT qtk)
if(WIN32)
if(MSVC AND TARGET Qt6::qmake)
get_target_property(QT6_QMAKE_LOCATION Qt6::qmake IMPORTED_LOCATION)
execute_process(
COMMAND "${QT6_QMAKE_LOCATION}" -query QT_INSTALL_PREFIX
RESULT_VARIABLE return_code
OUTPUT_VARIABLE QT6_INSTALL_PREFIX
OUTPUT_STRIP_TRAILING_WHITESPACE
)
file(TO_NATIVE_PATH "${QT6_INSTALL_PREFIX}/bin" QT6_INSTALL_PREFIX)
set(VSUSER_FILE "${CMAKE_CURRENT_BINARY_DIR}/qtk_app.vcxproj.user")
file(WRITE ${VSUSER_FILE} "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n")
file(APPEND ${VSUSER_FILE} "<Project xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">\n")
file(APPEND ${VSUSER_FILE} " <PropertyGroup>\n")
file(APPEND ${VSUSER_FILE} " <LocalDebuggerEnvironment>Path=$(SolutionDir)\\lib\\$(Configuration);${QT6_INSTALL_PREFIX};$(Path)\n")
file(APPEND ${VSUSER_FILE} "$(LocalDebuggerEnvironment)</LocalDebuggerEnvironment>\n")
file(APPEND ${VSUSER_FILE} " <DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>\n")
file(APPEND ${VSUSER_FILE} " </PropertyGroup>\n")
file(APPEND ${VSUSER_FILE} "</Project>\n")
endif()
endif()
endif()
write_basic_package_version_file(
"${CMAKE_CURRENT_BINARY_DIR}/${PROJECT_NAME}ConfigVersion.cmake"
COMPATIBILITY AnyNewerVersion
)
configure_package_config_file(
"${CMAKE_SOURCE_DIR}/cmake/templates/Config.cmake.in"
"${CMAKE_CURRENT_BINARY_DIR}/${PROJECT_NAME}Config.cmake"
INSTALL_DESTINATION lib/cmake/${PROJECT_NAME}
)
set(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_SOURCE_DIR}/LICENSE")
set(CPACK_PACKAGE_VERSION_MAJOR "${PROJECT_VERSION_MAJOR}")
set(CPACK_PACKAGE_VERSION_MINOR "${PROJECT_VERSION_MINOR}")
set(CPACK_PACKAGE_VENDOR "Shaun Reed")
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "Qt OpenGL 3D graphics library.")
set(CPACK_PACKAGE_HOMEPAGE_URL "https://github.com/shaunrd0/qtk")
set(CPACK_SOURCE_IGNORE_FILES build*;install;\.git;\.github;\.idea)
set(CPACK_PACKAGE_DIRECTORY packages/)
set(CPACK_PACKAGE_CONTACT "shaunreed.com")
#set(CPACK_PACKAGE_ICON "${CMAKE_SOURCE_DIR}/resources/icon.png")
set(CPACK_THREADS 0)
set(CPACK_PACKAGE_INSTALL_DIRECTORY "Qtk")
# Remove any assimp components if defined by submodule.
if (QTK_UPDATE_SUBMODULES)
get_cmake_property(CPACK_COMPONENTS_ALL COMPONENTS)
list(FILTER CPACK_COMPONENTS_ALL EXCLUDE REGEX .*assimp.*)
list(REMOVE_ITEM CPACK_COMPONENTS_ALL Unspecified)
endif()
# Windows
set(CPACK_NSIS_MODIFY_PATH ON)
set(CPACK_NSIS_ENABLE_UNINSTALL_BEFORE_INSTALL ON)
# https://nsis.sourceforge.io/Reference/CreateShortCut
set(
CPACK_NSIS_CREATE_ICONS_EXTRA
"CreateShortCut '$SMPROGRAMS\\\\$STARTMENU_FOLDER\\\\Qtk.lnk' '$INSTDIR\\\\bin\\\\qtk_app.exe'"
)
set(
CPACK_NSIS_DELETE_ICONS_EXTRA
"Delete '$SMPROGRAMS\\\\$START_MENU\\\\Qtk.lnk'"
)
# TODO: Icons for NSIS installer.
#set(CPACK_NSIS_MUI_ICON "${CMAKE_SOURCE_DIR}/resources/icon.png")
#set(CPACK_NSIS_MUI_UNIICON "${CMAKE_SOURCE_DIR}/resources/icon.png")
# Debian
set(CPACK_DEBIAN_PACKAGE_HOMEPAGE ${CPACK_PACKAGE_HOMEPAGE_URL})
set(CPACK_DEBIAN_PACKAGE_SHLIBDEPS ON)
# OSX
set(CPACK_BUNDLE_NAME ${PROJECT_NAME})
set(CPACK_BUNDLE_PLIST $<TARGET_BUNDLE_CONTENT_DIR:qtk_app>/Info.plist)
set(CPACK_BUNDLE_ICON ${QTK_OSX_ICONS})
# Platform defaults for source bundles.
if(WIN32)
set(CPACK_SOURCE_GENERATOR ZIP)
else()
set(CPACK_SOURCE_GENERATOR TGZ)
endif()
include(CPack)

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################################################################################
## Project for working with OpenGL and Qt6 widgets ##
## ##
## Author: Shaun Reed | Contact: shaunrd0@gmail.com | URL: www.shaunreed.com ##
## All Content (c) 2023 Shaun Reed, all rights reserved ##
################################################################################
################################################################################
# Qtk Widget Library
################################################################################
# Create a library of widgets used to build Qtk GUI
set(
QTK_PLUGIN_LIBRARY_SOURCES
qtkwidget.cpp
debugconsole.cpp debugconsole.ui
toolbox.cpp toolbox.ui
treeview.cpp treeview.ui
qtkmainwindow.cpp qtkmainwindow.h qtkmainwindow.ui
)
set(
QTK_PLUGIN_LIBRARY_HEADERS
qtkwidget.h
debugconsole.h
toolbox.h
treeview.h
)
qt_add_library(qtk_plugin_library STATIC EXCLUDE_FROM_ALL)
target_sources(
qtk_plugin_library PRIVATE
"${QTK_PLUGIN_LIBRARY_SOURCES}"
"${QTK_PLUGIN_LIBRARY_HEADERS}"
)
target_link_libraries(qtk_plugin_library PUBLIC Qt6::UiPlugin qtk_library)
################################################################################
# Qtk Widget Collection Plugin
################################################################################
# Create a Qt Designer plugin for a collection of widgets from our library.
qt_add_plugin(qtk_collection SHARED)
target_sources(
qtk_collection PRIVATE
widgetplugincollection.cpp widgetplugincollection.h
widgetplugin.cpp widgetplugin.h
)
target_link_libraries(qtk_collection PUBLIC qtk_plugin_library)
################################################################################
# Final Qtk Application
################################################################################
set(
QTK_APP_SOURCES
qtkscene.cpp qtkscene.h
main.cpp
)
qt_add_executable(qtk_app ${QTK_APP_SOURCES})
target_link_libraries(qtk_app PRIVATE qtk_plugin_library)
set_target_properties(
qtk_app PROPERTIES
WIN32_EXECUTABLE TRUE
MACOSX_BUNDLE TRUE
MACOSX_BUNDLE_BUNDLE_NAME Qtk
MACOSX_BUNDLE_ICON_FILE ${QTK_OSX_ICONS}
MACOSX_BUNDLE_GUI_IDENTIFIER ${CMAKE_PROJECT_NAME}
MACOSX_BUNDLE_INFO_STRING ${CMAKE_PROJECT_DESCRIPTION}
MACOSX_BUNDLE_COPYRIGHT "All Content (c) 2023 Shaun Reed, all rights reserved"
MACOSX_BUNDLE_BUNDLE_VERSION ${PROJECT_VERSION}
MACOSX_BUNDLE_SHORT_VERSION_STRING ${PROJECT_VERSION_MAJOR}.${PROJECT_VERSION_MINOR}
)

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/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Debug console for qtk views ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <QMainWindow>
#include <QWindow>
#include "debugconsole.h"
#include "ui_debugconsole.h"
using namespace Qtk;
DebugConsole::DebugConsole(QWidget * owner, const QString & key) :
DebugConsole(owner, key, key + "Debugger") {}
DebugConsole::DebugConsole(
QWidget * owner, const QString & key, const QString & name) {
ui_ = new Ui::DebugConsole;
ui_->setupUi(this);
setObjectName(name);
mConsole = ui_->textEdit;
setWidget(mConsole);
setWindowTitle(name + " Debug Console");
auto qtkWidget = dynamic_cast<QtkWidget *>(owner);
if(qtkWidget) {
connect(qtkWidget, &QtkWidget::sendLog, this, &DebugConsole::sendLog);
}
}

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/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Debug console for qtk views ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_DEBUGCONSOLE_H
#define QTK_DEBUGCONSOLE_H
#include <QApplication>
#include <QDockWidget>
#include <QPlainTextEdit>
#include <QVBoxLayout>
#include "qtkwidget.h"
namespace Ui {
class DebugConsole;
}
namespace Qtk {
class DebugConsole : public QDockWidget {
Q_OBJECT;
public:
/**
* Construct a new DebugConsole.
* Assigns a default name to the console using `key + "Debugger"`
*
* @param owner Parent widget for this console or nullptr if no parent.
* If this parameter inherits from QMainWindow we will add this dock
* widget to the window.
* @param key The objectName associated with the attached QtkWidget.
*/
DebugConsole(QWidget * owner, const QString & key);
/**
* Construct a new DebugConsole.
*
* @param owner Parent widget for this console or nullptr if no parent.
* If this parameter inherits from QMainWindow we will add this dock
* widget to the window.
* @param key The objectName associated with the attached QtkWidget.
* @param name The objectName to associate with this DebugConsole.
*/
DebugConsole(QWidget * owner, const QString & key, const QString & name);
~DebugConsole() = default;
public slots:
/*************************************************************************
* Public Qt slots
************************************************************************/
/**
* Log a message to the DebugConsole text view.
*
* @param message The message to log.
* @param context The DebugContext to use for the message.
* Default value is Status.
*/
inline void sendLog(QString message, DebugContext context = Status) {
mConsole->setTextColor(logColor(context));
mConsole->append(logPrefix(message, context));
}
/**
* Sets the window title for the DebugConsole. This will appear in the
* widget title bar and within any context menu actions.
*
* @param name Base name for the DebugConsole window.
*/
inline void setTitle(QString name) {
setWindowTitle(name + " Debug Console");
}
private:
/**
* @param context Log context severity level.
* @return QColor corresponding with the message context.
*/
[[nodiscard]] QColor logColor(const DebugContext & context) const {
switch(context) {
case Status:
return Qt::GlobalColor::darkGray;
case Debug:
return Qt::GlobalColor::white;
case Warn:
return Qt::GlobalColor::yellow;
case Error:
return Qt::GlobalColor::red;
case Fatal:
return Qt::GlobalColor::magenta;
default:
return Qt::GlobalColor::darkYellow;
}
}
/**
* Prefixes a log message to add context level.
*
* @param message The message to prefix.
* @param context The log context severity level.
* @return The log message prefixed with the DebugContext level.
*/
[[nodiscard]] QString logPrefix(
QString & message, const DebugContext & context) {
QString prefix;
switch(context) {
case Status:
prefix = "[Status]: ";
break;
case Debug:
prefix = "[Debug]: ";
break;
case Warn:
prefix = "[Warn]: ";
break;
case Error:
prefix = "[Error]: ";
break;
case Fatal:
prefix = "[Fatal]: ";
break;
default:
prefix = "[No Context]: ";
break;
}
message = prefix + message.replace("\n", "\t\n" + prefix);
return message;
}
Ui::DebugConsole * ui_;
QTextEdit * mConsole;
};
} // namespace Qtk
#endif // QTK_DEBUGCONSOLE_H

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<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>DebugConsole</class>
<widget class="QDockWidget" name="DebugConsole">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>400</width>
<height>300</height>
</rect>
</property>
<property name="windowTitle">
<string>Debug Console</string>
</property>
<widget class="QWidget" name="dockWidgetContents">
<layout class="QHBoxLayout" name="horizontalLayout">
<item>
<widget class="QTextEdit" name="textEdit">
<property name="autoFillBackground">
<bool>true</bool>
</property>
<property name="readOnly">
<bool>true</bool>
</property>
</widget>
</item>
</layout>
</widget>
</widget>
<resources/>
<connections/>
</ui>

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/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Main program for practice using Qt6 widgets and OpenGL ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <QApplication>
#include "qtkmainwindow.h"
#include "qtkscene.h"
int main(int argc, char * argv[]) {
Q_INIT_RESOURCE(resources);
QApplication a(argc, argv);
auto window = MainWindow::getMainWindow();
// Qtk currently uses the decorator pattern to save / load scenes.
// This is a temporary solution and will be improved in the future.
auto emptyScene = new Qtk::SceneEmpty;
window->getQtkWidget()->setScene(new QtkScene(emptyScene));
window->show();
return QApplication::exec();
}

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/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: MainWindow for Qtk application ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include "qtkmainwindow.h"
#include "qtkscene.h"
#include "ui_qtkmainwindow.h"
MainWindow * MainWindow::mainWindow_ = Q_NULLPTR;
/*******************************************************************************
* Constructors / Destructors
******************************************************************************/
MainWindow::MainWindow(QWidget * parent) : QMainWindow(parent) {
ui_ = new Ui::MainWindow;
setObjectName("MainWindow");
// For use in design mode using Qt Creator
// + We can use the `ui` member to access nested widgets by name
ui_->setupUi(this);
ui_->menuView->addAction(ui_->toolBar->toggleViewAction());
// Initialize static container for all active QtkWidgets
auto qtkWidgets = findChildren<Qtk::QtkWidget *>();
for(auto & qtkWidget : qtkWidgets) {
qtkWidget->setScene(new Qtk::SceneEmpty);
views_.emplace(qtkWidget->getScene()->getSceneName(), qtkWidget);
ui_->menuView->addAction(qtkWidget->getActionToggleConsole());
connect(
qtkWidget->getScene(), &Qtk::Scene::sceneUpdated, this,
&MainWindow::refreshScene);
}
auto docks = findChildren<QDockWidget *>();
for(auto & dock : docks) {
addDockWidget(Qt::RightDockWidgetArea, dock);
ui_->menuView->addAction(dock->toggleViewAction());
}
// Set the window icon used for Qtk.
setWindowIcon(Qtk::getIcon());
}
MainWindow::~MainWindow() {
delete ui_;
}
/*******************************************************************************
* Public Methods
******************************************************************************/
MainWindow * MainWindow::getMainWindow() {
if(mainWindow_ == Q_NULLPTR) {
mainWindow_ = new MainWindow;
}
return mainWindow_;
}
Qtk::QtkWidget * MainWindow::getQtkWidget(int64_t index) {
if(views_.size() <= index) {
return Q_NULLPTR;
}
return views_.begin(index)->second;
}
Qtk::QtkWidget * MainWindow::getQtkWidget(const QString & name) {
if(!views_.count(name)) {
return Q_NULLPTR;
}
return views_[name];
}
void MainWindow::refreshScene(QString sceneName) {
// TODO: Select TreeView using sceneName>
ui_->qtk__TreeView->updateView(getQtkWidget()->getScene());
}

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/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: MainWindow for Qtk application ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <unordered_map>
#include <QMainWindow>
#include <QPlainTextEdit>
#include "debugconsole.h"
#include "qtkwidget.h"
namespace Ui {
class MainWindow;
}
/**
* MainWindow class to provide an example of using a QtkWidget within a Qt
* window application.
*/
class MainWindow : public QMainWindow {
Q_OBJECT
public:
/***************************************************************************
* Contructors / Destructors
**************************************************************************/
/**
* This ctor also initializes the Scene for each QtkWidget in the window.
* To load a different scene this would need to be updated.
*
* @param parent The parent for this QMainWindow
*/
explicit MainWindow(QWidget * parent = nullptr);
~MainWindow() override;
/***************************************************************************
* Public Methods
**************************************************************************/
/**
* Allows widgets to retrieve an instance of this root QMainWindow.
* @return this
*/
static MainWindow * getMainWindow();
Qtk::QtkWidget * getQtkWidget(int64_t index = 0);
/**
* Accessor for retrieving a QtkWidget by it's objectName.
* This function will not construct a new QtkWidget if none is found.
*
* @param name The objectName associated with the QtkWidget.
* @return Pointer to an active QtkWidget or Q_NULLPTR is not found.
*/
Qtk::QtkWidget * getQtkWidget(const QString & name);
public slots:
/**
* Trigger a refresh for widgets related to a scene that has been updated.
* @param sceneName The name of the scene that has been modified.
*/
void refreshScene(QString sceneName);
private:
/***************************************************************************
* Private Members
**************************************************************************/
/** Do not allow copying */
MainWindow(const MainWindow &) {};
Ui::MainWindow * ui_ {};
static MainWindow * mainWindow_;
/**
* Maps a scene name to the QtkWidget viewing it.
* TODO: Value should be a vector of QtkWidget * for multiple scene views.
*/
std::unordered_map<QString, Qtk::QtkWidget *> views_ {};
};
#endif // MAINWINDOW_H

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<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>MainWindow</class>
<widget class="QMainWindow" name="MainWindow">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>824</width>
<height>601</height>
</rect>
</property>
<property name="sizePolicy">
<sizepolicy hsizetype="Maximum" vsizetype="Maximum">
<horstretch>1</horstretch>
<verstretch>1</verstretch>
</sizepolicy>
</property>
<property name="windowTitle">
<string>Qtk - MainWindow</string>
</property>
<property name="windowIcon">
<iconset>
<normaloff>../resources/icon.png</normaloff>../resources/icon.png</iconset>
</property>
<property name="unifiedTitleAndToolBarOnMac">
<bool>true</bool>
</property>
<widget class="QWidget" name="centralwidget">
<layout class="QHBoxLayout" name="horizontalLayout">
<item>
<widget class="QTabWidget" name="tabWidget">
<property name="sizePolicy">
<sizepolicy hsizetype="Expanding" vsizetype="Expanding">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="currentIndex">
<number>0</number>
</property>
<property name="movable">
<bool>true</bool>
</property>
<widget class="QWidget" name="tab">
<attribute name="title">
<string>View 1</string>
</attribute>
<layout class="QHBoxLayout" name="horizontalLayout_3">
<item>
<widget class="Qtk::QtkWidget" name="qtk::QtkWidget">
<property name="toolTip">
<string>A custom widget tool tip.</string>
</property>
<property name="whatsThis">
<string>Custom widget what's this?</string>
</property>
</widget>
</item>
</layout>
</widget>
<widget class="QWidget" name="tab_2">
<attribute name="title">
<string>View 2</string>
</attribute>
</widget>
</widget>
</item>
<item>
<layout class="QVBoxLayout" name="verticalLayout">
<item>
<widget class="Qtk::TreeView" name="qtk::TreeView">
<property name="toolTip">
<string>A custom widget tool tip.</string>
</property>
<property name="whatsThis">
<string>Custom widget what's this?</string>
</property>
</widget>
</item>
<item>
<widget class="Qtk::ToolBox" name="qtk::ToolBox">
<property name="toolTip">
<string>A custom widget tool tip.</string>
</property>
<property name="whatsThis">
<string>Custom widget what's this?</string>
</property>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
<widget class="QMenuBar" name="menubar">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>824</width>
<height>22</height>
</rect>
</property>
<widget class="QMenu" name="menuTest">
<property name="title">
<string>File</string>
</property>
<addaction name="actionNew"/>
<addaction name="actionOpen"/>
<addaction name="separator"/>
<addaction name="actionSave"/>
<addaction name="actionSave_as"/>
<addaction name="separator"/>
<addaction name="actionExit"/>
</widget>
<widget class="QMenu" name="menuView">
<property name="title">
<string>View</string>
</property>
<widget class="QMenu" name="menuTab_Position">
<property name="title">
<string>Tab Position</string>
</property>
<addaction name="actionTop"/>
<addaction name="actionBottom"/>
<addaction name="actionLeft"/>
<addaction name="actionRight"/>
</widget>
<addaction name="menuTab_Position"/>
</widget>
<widget class="QMenu" name="menuEdit">
<property name="title">
<string>Edit</string>
</property>
<addaction name="actionUndo"/>
<addaction name="actionRedo"/>
</widget>
<widget class="QMenu" name="menuHelp">
<property name="title">
<string>Help</string>
</property>
<addaction name="actionAbout"/>
</widget>
<addaction name="menuTest"/>
<addaction name="menuEdit"/>
<addaction name="menuView"/>
<addaction name="menuHelp"/>
</widget>
<widget class="QToolBar" name="toolBar">
<property name="windowTitle">
<string>toolBar</string>
</property>
<property name="autoFillBackground">
<bool>true</bool>
</property>
<property name="movable">
<bool>true</bool>
</property>
<property name="iconSize">
<size>
<width>24</width>
<height>24</height>
</size>
</property>
<property name="toolButtonStyle">
<enum>Qt::ToolButtonIconOnly</enum>
</property>
<property name="floatable">
<bool>true</bool>
</property>
<attribute name="toolBarArea">
<enum>TopToolBarArea</enum>
</attribute>
<attribute name="toolBarBreak">
<bool>false</bool>
</attribute>
<addaction name="actionLoad_Model"/>
<addaction name="actionDelete_Object"/>
</widget>
<action name="actionOpen">
<property name="icon">
<iconset resource="../../resources/resources.qrc">
<normaloff>:/icons/fontawesome-free-6.2.1-desktop/svgs/regular/folder-open.svg</normaloff>:/icons/fontawesome-free-6.2.1-desktop/svgs/regular/folder-open.svg</iconset>
</property>
<property name="text">
<string>Open...</string>
</property>
</action>
<action name="actionSave">
<property name="icon">
<iconset resource="../../resources/resources.qrc">
<normaloff>:/icons/fontawesome-free-6.2.1-desktop/svgs/regular/floppy-disk.svg</normaloff>:/icons/fontawesome-free-6.2.1-desktop/svgs/regular/floppy-disk.svg</iconset>
</property>
<property name="text">
<string>Save</string>
</property>
</action>
<action name="actionSave_as">
<property name="text">
<string>Save as...</string>
</property>
</action>
<action name="actionExit">
<property name="text">
<string>Exit</string>
</property>
</action>
<action name="actionShow_Console">
<property name="checkable">
<bool>true</bool>
</property>
<property name="text">
<string>Show Console</string>
</property>
</action>
<action name="actionLoad_Model">
<property name="icon">
<iconset resource="../../resources/resources.qrc">
<normaloff>:/icons/fontawesome-free-6.2.1-desktop/svgs/solid/cube.svg</normaloff>:/icons/fontawesome-free-6.2.1-desktop/svgs/solid/cube.svg</iconset>
</property>
<property name="text">
<string>Load Model</string>
</property>
<property name="font">
<font/>
</property>
</action>
<action name="actionDelete_Object">
<property name="icon">
<iconset resource="../../resources/resources.qrc">
<normaloff>:/icons/fontawesome-free-6.2.1-desktop/svgs/regular/trash-can.svg</normaloff>:/icons/fontawesome-free-6.2.1-desktop/svgs/regular/trash-can.svg</iconset>
</property>
<property name="text">
<string>Delete Object</string>
</property>
</action>
<action name="actionNew">
<property name="text">
<string>New</string>
</property>
</action>
<action name="actionTop">
<property name="checkable">
<bool>true</bool>
</property>
<property name="text">
<string>Top</string>
</property>
</action>
<action name="actionBottom">
<property name="checkable">
<bool>true</bool>
</property>
<property name="text">
<string>Bottom</string>
</property>
</action>
<action name="actionLeft">
<property name="checkable">
<bool>true</bool>
</property>
<property name="text">
<string>Left</string>
</property>
</action>
<action name="actionRight">
<property name="checkable">
<bool>true</bool>
</property>
<property name="text">
<string>Right</string>
</property>
</action>
<action name="actionAbout">
<property name="text">
<string>About</string>
</property>
</action>
<action name="actionNested_Widgets">
<property name="checkable">
<bool>true</bool>
</property>
<property name="checked">
<bool>true</bool>
</property>
<property name="text">
<string>Nested Widgets</string>
</property>
</action>
<action name="actionUndo">
<property name="text">
<string>Undo</string>
</property>
</action>
<action name="actionRedo">
<property name="text">
<string>Redo</string>
</property>
</action>
</widget>
<customwidgets>
<customwidget>
<class>Qtk::QtkWidget</class>
<extends>QOpenGLWidget</extends>
<header>qtkwidget.h</header>
<container>1</container>
</customwidget>
<customwidget>
<class>Qtk::TreeView</class>
<extends>QDockWidget</extends>
<header>treeview.h</header>
<container>1</container>
</customwidget>
<customwidget>
<class>Qtk::ToolBox</class>
<extends>QDockWidget</extends>
<header>toolbox.h</header>
<container>1</container>
</customwidget>
</customwidgets>
<resources>
<include location="../../resources/resources.qrc"/>
</resources>
<connections>
<connection>
<sender>actionExit</sender>
<signal>triggered()</signal>
<receiver>MainWindow</receiver>
<slot>close()</slot>
<hints>
<hint type="sourcelabel">
<x>-1</x>
<y>-1</y>
</hint>
<hint type="destinationlabel">
<x>411</x>
<y>300</y>
</hint>
</hints>
</connection>
</connections>
</ui>

542
src/app/qtkscene.cpp Normal file
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/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Example Qtk scene ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include "qtkscene.h"
using namespace Qtk;
/*******************************************************************************
* Constructors, Destructors
******************************************************************************/
QtkScene::QtkScene(Qtk::Scene * scene) : Qtk::SceneInterface(scene) {
setSceneName("Qtk Scene");
getCamera().getTransform().setTranslation(0.0f, 0.0f, 20.0f);
getCamera().getTransform().setRotation(-5.0f, 0.0f, 1.0f, 0.0f);
}
QtkScene::~QtkScene() {
delete mTestPhong;
delete mTestSpecular;
delete mTestDiffuse;
delete mTestAmbient;
}
/*******************************************************************************
* Public Member Functions
******************************************************************************/
void QtkScene::init() {
// Add a skybox to the scene using default cube map images and settings.
setSkybox(new Qtk::Skybox("Skybox"));
/* Create a red cube with a mini master chief on top. */
auto myCube = new MeshRenderer("My cube", Cube(Qtk::QTK_DRAW_ELEMENTS));
myCube->setColor(RED);
addObject(myCube);
auto mySpartan =
new Model("My spartan", ":/models/models/spartan/spartan.obj");
mySpartan->getTransform().setTranslation(0.0f, 0.5f, 0.0f);
mySpartan->getTransform().setScale(0.5f);
addObject(mySpartan);
//
// Create simple shapes using MeshRenderer class and data in mesh.h
auto mesh = addObject(
new Qtk::MeshRenderer("rightTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mesh->getTransform().setTranslation(-5.0f, 0.0f, -2.0f);
mesh =
addObject(new Qtk::MeshRenderer("centerCube", Cube(QTK_DRAW_ELEMENTS)));
mesh->getTransform().setTranslation(-7.0f, 0.0f, -2.0f);
mesh = addObject(
new Qtk::MeshRenderer("leftTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mesh->getTransform().setTranslation(-9.0f, 0.0f, -2.0f);
mesh->setDrawType(GL_LINE_LOOP);
mesh = addObject(
new Qtk::MeshRenderer("topTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mesh->getTransform().setTranslation(-7.0f, 2.0f, -2.0f);
mesh->getTransform().scale(0.25f);
mesh = addObject(
new Qtk::MeshRenderer("bottomTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mesh->getTransform().setTranslation(-7.0f, -2.0f, -2.0f);
mesh->getTransform().scale(0.25f);
mesh->setDrawType(GL_LINE_LOOP);
mesh->setColor(GREEN);
//
// 3D Model loading
auto model = addObject(
new Qtk::Model("backpack", ":/models/models/backpack/backpack.obj"));
// Sometimes model textures need flipped in certain directions
model->flipTexture("diffuse.jpg", false, true);
model->getTransform().setTranslation(0.0f, 0.0f, -10.0f);
model = addObject(new Qtk::Model("bird", ":/models/models/bird/bird.obj"));
model->getTransform().setTranslation(2.0f, 2.0f, -10.0f);
// Sometimes the models are very large
model->getTransform().scale(0.0025f);
model->getTransform().rotate(-110.0f, 0.0f, 1.0f, 0.0f);
model = addObject(
new Qtk::Model("alien", ":/models/models/alien-hominid/alien.obj"));
model->getTransform().setTranslation(2.0f, -1.0f, -5.0f);
model->getTransform().scale(0.15f);
model = addObject(
new Qtk::Model("My scythe", ":/models/models/scythe/scythe.obj"));
model->getTransform().setTranslation(-6.0f, 0.0f, -10.0f);
model->getTransform().rotate(-90.0f, 1.0f, 0.0f, 0.0f);
model->getTransform().rotate(90.0f, 0.0f, 1.0f, 0.0f);
model = addObject(
new Qtk::Model("masterChief", ":/models/models/spartan/spartan.obj"));
model->getTransform().setTranslation(-1.5f, 0.5f, -2.0f);
//
// Simple cube lighting examples.
/* Phong lighting example on a basic cube. */
mTestPhong = new Qtk::MeshRenderer("phong", Qtk::Cube());
mTestPhong->getTransform().setTranslation(3.0f, 0.0f, -2.0f);
// NOTE: You no longer need to manually bind shader program to set uniforms.
// + You can still bind it if you want to for performance reasons.
// + Qtk will only bind / release if the shader program is not already bound.
mTestPhong->setShaders(
":/shaders/solid-phong.vert", ":/shaders/solid-phong.frag");
// For example this would technically not be efficient, because each one of
// these calls will bind, set, release. We could instead bind, set N uniforms,
// and release when we are finished.
// mTestPhong->bindShaders();
mTestPhong->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
mTestPhong->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
mTestPhong->setUniform("uAmbientStrength", 0.2f);
mTestPhong->setUniform("uSpecularStrength", 0.50f);
mTestPhong->setUniform("uSpecularShine", 256);
// mTestPhong->releaseShaders();
mTestPhong->reallocateNormals(mTestPhong->getNormals());
// NOTE: This is only an example and I won't worry about this kind of
// efficiency while initializing the following objects.
// Phong lighting example light source. This is just for visual reference.
// + We refer to the position of this object in draw() to update lighting.
mesh = addObject(
new Qtk::MeshRenderer("phongLight", Triangle(QTK_DRAW_ELEMENTS)));
mesh->getTransform().setTranslation(3.0f, 2.0f, -2.0f);
mesh->getTransform().scale(0.25f);
/* Example of a cube with no lighting applied */
mesh = addObject(new Qtk::MeshRenderer("noLight", Cube(QTK_DRAW_ELEMENTS)));
mesh->getTransform().setTranslation(5.0f, 0.0f, -2.0f);
mesh->setShaders(
":/shaders/solid-perspective.vert", ":/shaders/solid-perspective.frag");
mesh->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
// No light source needed for this lighting technique
/* Initialize Ambient example cube */
mTestAmbient = new Qtk::MeshRenderer("ambient", Cube());
mTestAmbient->getTransform().setTranslation(7.0f, 0.0f, -2.0f);
mTestAmbient->setShaders(
":/shaders/solid-ambient.vert", ":/shaders/solid-ambient.frag");
// Changing these uniform values will alter lighting effects.
mTestAmbient->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
mTestAmbient->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
mTestAmbient->setUniform("uAmbientStrength", 0.2f);
mTestAmbient->reallocateNormals(mTestAmbient->getNormals());
// No light source needed for this lighting technique
/* Initialize Diffuse example cube */
mTestDiffuse = new Qtk::MeshRenderer("diffuse", Cube());
mTestDiffuse->getTransform().setTranslation(9.0f, 0.0f, -2.0f);
mTestDiffuse->setShaders(
":/shaders/solid-diffuse.vert", ":/shaders/solid-diffuse.frag");
mTestDiffuse->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
mTestDiffuse->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
mTestDiffuse->setUniform("uAmbientStrength", 0.2f);
mTestDiffuse->reallocateNormals(mTestDiffuse->getNormals());
// Diffuse lighting example light source. This is just for visual reference.
mesh = addObject(
new Qtk::MeshRenderer("diffuseLight", Triangle(QTK_DRAW_ELEMENTS)));
mesh->getTransform().setTranslation(9.0f, 2.0f, -2.0f);
mesh->getTransform().scale(0.25f);
/* Initialize Specular example cube */
mTestSpecular = new Qtk::MeshRenderer("specular", Cube());
mTestSpecular->getTransform().setTranslation(11.0f, 0.0f, -2.0f);
mTestSpecular->setShaders(
":/shaders/solid-specular.vert", ":/shaders/solid-specular.frag");
mTestSpecular->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
mTestSpecular->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f));
mTestSpecular->setUniform("uAmbientStrength", 0.2f);
mTestSpecular->setUniform("uSpecularStrength", 0.50f);
mTestSpecular->setUniform("uSpecularShine", 256);
mTestSpecular->reallocateNormals(mTestSpecular->getNormals());
// Specular lighting example light source. This is just for visual reference.
mesh = addObject(
new Qtk::MeshRenderer("specularLight", Triangle(QTK_DRAW_ELEMENTS)));
mesh->getTransform().setTranslation(11.0f, 2.0f, -2.0f);
mesh->getTransform().scale(0.25f);
/* Test basic cube with phong.vert and phong.frag shaders */
mesh = addObject(new Qtk::MeshRenderer("testPhong", Cube(QTK_DRAW_ARRAYS)));
mesh->getTransform().setTranslation(5.0f, 0.0f, 10.0f);
mesh->setShaders(":/shaders/phong.vert", ":/shaders/phong.frag");
// WARNING: Set color before reallocating normals.
mesh->setColor(QVector3D(0.0f, 0.25f, 0.0f));
mesh->reallocateNormals(mesh->getNormals());
mesh->setUniform("uMaterial.ambient", QVector3D(0.0f, 0.3f, 0.0f));
mesh->setUniform("uMaterial.diffuse", QVector3D(0.0f, 0.2f, 0.0f));
mesh->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
mesh->setUniform("uMaterial.ambientStrength", 1.0f);
mesh->setUniform("uMaterial.diffuseStrength", 1.0f);
mesh->setUniform("uMaterial.specularStrength", 1.0f);
mesh->setUniform("uMaterial.shine", 64.0f);
mesh->setUniform("uLight.ambient", QVector3D(0.25f, 0.2f, 0.075f));
mesh->setUniform("uLight.diffuse", QVector3D(0.75f, 0.6f, 0.22f));
mesh->setUniform("uLight.specular", QVector3D(0.62f, 0.55f, 0.37f));
mesh->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f));
// Light source for testPhong cube
mesh = addObject(
new Qtk::MeshRenderer("testLight", Triangle(QTK_DRAW_ELEMENTS)));
mesh->getTransform().setTranslation(5.0f, 1.25f, 10.0f);
mesh->getTransform().scale(0.25f);
mesh->setDrawType(GL_LINE_LOOP);
mesh->setColor(RED);
//
// Building more complex objects for showing examples of lighting techniques
/* Test alien Model with phong lighting and specular mapping. */
model = addObject(new Qtk::Model(
"alienTest", ":/models/models/alien-hominid/alien.obj",
":/shaders/model-specular.vert", ":/shaders/model-specular.frag"));
model->getTransform().setTranslation(3.0f, -1.0f, 10.0f);
model->getTransform().scale(0.15f);
model->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f));
model->setUniform("uMaterial.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
model->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
model->setUniform("uMaterial.ambientStrength", 0.8f);
model->setUniform("uMaterial.diffuseStrength", 0.8f);
model->setUniform("uMaterial.specularStrength", 1.0f);
model->setUniform("uMaterial.shine", 32.0f);
model->setUniform("uLight.ambient", QVector3D(1.0f, 1.0f, 1.0f));
model->setUniform("uLight.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
model->setUniform("uLight.specular", QVector3D(1.0f, 1.0f, 1.0f));
// Light source for alienTest object.
mesh = addObject(new Qtk::MeshRenderer(
"alienTestLight", Triangle(Qtk::QTK_DRAW_ELEMENTS)));
mesh->getTransform().setTranslation(4.0f, 1.5f, 10.0f);
mesh->getTransform().scale(0.25f);
// This function changes values we have allocated in a buffer, so init() after
mesh->setColor(GREEN);
/* Test spartan Model with phong lighting, specular and normal mapping. */
model = addObject(new Qtk::Model(
"spartanTest", ":/models/models/spartan/spartan.obj",
":/shaders/model-normals.vert", ":/shaders/model-normals.frag"));
model->getTransform().setTranslation(0.0f, -1.0f, 10.0f);
model->getTransform().scale(2.0f);
model->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f));
model->setUniform("uMaterial.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
model->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
model->setUniform("uMaterial.ambientStrength", 1.0f);
model->setUniform("uMaterial.diffuseStrength", 1.0f);
model->setUniform("uMaterial.specularStrength", 1.0f);
model->setUniform("uMaterial.shine", 128.0f);
model->setUniform("uLight.ambient", QVector3D(1.0f, 1.0f, 1.0f));
model->setUniform("uLight.diffuse", QVector3D(1.0f, 1.0f, 1.0f));
model->setUniform("uLight.specular", QVector3D(1.0f, 1.0f, 1.0f));
// Light source for spartanTest object.
mesh = addObject(
new Qtk::MeshRenderer("spartanTestLight", Triangle(QTK_DRAW_ELEMENTS)));
mesh->getTransform().setTranslation(1.0f, 1.5f, 10.0f);
mesh->getTransform().scale(0.25f);
// This function changes values we have allocated in a buffer, so init() after
mesh->setColor(GREEN);
//
// Test drawing simple geometry with various OpenGL drawing modes
// RGB Normals cube to show normals are correct with QTK_DRAW_ARRAYS
mesh = addObject(
new Qtk::MeshRenderer("rgbNormalsCubeArraysTest", Cube(QTK_DRAW_ARRAYS)));
mesh->getTransform().setTranslation(5.0f, 0.0f, 4.0f);
mesh->setShaders(":/shaders/rgb-normals.vert", ":/shaders/rgb-normals.frag");
mesh->reallocateNormals(mesh->getNormals());
// RGB Normals cube to show normals are correct with QTK_DRAW_ELEMENTS_NORMALS
mesh = addObject(new Qtk::MeshRenderer(
"rgbNormalsCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
mesh->getTransform().setTranslation(5.0f, 0.0f, 2.0f);
mesh->setShaders(":/shaders/rgb-normals.vert", ":/shaders/rgb-normals.frag");
mesh->reallocateNormals(mesh->getNormals());
Texture crateTexture;
crateTexture.setTexture(":/textures/crate.png");
Cube cube;
auto * m = new MeshRenderer("Test Crate", Cube(QTK_DRAW_ARRAYS));
m->getTransform().setTranslation(0, 0, 13);
m->setShaders(":/shaders/texture2d.vert", ":/shaders/texture2d.frag");
m->setTexture(crateTexture);
m->setUniform("uTexture", 0);
m->reallocateTexCoords(cube.getTexCoords());
addObject(m);
// Texturing a cube using texture coordinates and glDrawArrays
// + Texturing with UVs using glDrawElements requires
// QTK_DRAW_ELEMENTS_NORMALS
// + UVs required duplicating element position data from QTK_DRAW_ELEMENTS
// + This is because the same position must use different UV coordinates
mesh = addObject(
new Qtk::MeshRenderer("uvCubeArraysTest", Cube(QTK_DRAW_ARRAYS)));
mesh->getTransform().setTranslation(-3.0f, 0.0f, -2.0f);
mesh->setShaders(":/shaders/texture2d.vert", ":/shaders/texture2d.frag");
mesh->setTexture(crateTexture);
mesh->setUniform("uTexture", 0);
mesh->reallocateTexCoords(mesh->getTexCoords());
// Test drawing a cube with texture coordinates using glDrawElements
mesh = addObject(new Qtk::MeshRenderer(
"uvCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
mesh->getTransform().setTranslation(-1.7f, 0.0f, -2.0f);
mesh->setTexture(":/textures/crate.png");
mesh->setShaders(":/shaders/texture2d.vert", ":/shaders/texture2d.frag");
mesh->bindShaders();
mesh->setUniform("uTexture", 0);
mesh->reallocateNormals(mesh->getNormals());
mesh->reallocateTexCoords(mesh->getTexCoords(), 3);
mesh->releaseShaders();
mesh->getTransform().rotate(45.0f, 0.0f, 1.0f, 0.0f);
// Texturing a cube using a cube map
// + Cube map texturing works with both QTK_DRAW_ARRAYS and QTK_DRAW_ELEMENTS
mesh =
addObject(new Qtk::MeshRenderer("testCubeMap", Cube(QTK_DRAW_ELEMENTS)));
mesh->getTransform().setTranslation(-3.0f, 1.0f, -2.0f);
mesh->getTransform().setRotation(45.0f, 0.0f, 1.0f, 0.0f);
mesh->setShaders(
":/shaders/texture-cubemap.vert", ":/shaders/texture-cubemap.frag");
mesh->setCubeMap(":/textures/crate.png");
mesh->setUniform("uTexture", 0);
mesh->reallocateTexCoords(mesh->getTexCoords());
// Create a cube with custom shaders
// + Apply RGB normals shader and spin the cube for a neat effect
mesh =
addObject(new Qtk::MeshRenderer("rgbNormalsCube", Cube(QTK_DRAW_ARRAYS)));
mesh->getTransform().setTranslation(5.0f, 2.0f, -2.0f);
mesh->setShaders(":/shaders/rgb-normals.vert", ":/shaders/rgb-normals.frag");
mesh->reallocateNormals(mesh->getNormals());
// RGB Normals triangle to show normals are correct with QTK_DRAW_ARRAYS
mesh = addObject(new Qtk::MeshRenderer(
"rgbTriangleArraysTest", Triangle(QTK_DRAW_ARRAYS)));
mesh->getTransform().setTranslation(7.0f, 0.0f, 2.0f);
mesh->setShaders(":/shaders/rgb-normals.vert", ":/shaders/rgb-normals.frag");
mesh->reallocateNormals(mesh->getNormals());
// RGB Normals triangle to show normals are correct with QTK_DRAW_ELEMENTS
mesh = addObject(new Qtk::MeshRenderer(
"rgbTriangleElementsTest", Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
mesh->getTransform().setTranslation(7.0f, 0.0f, 4.0f);
mesh->setShaders(":/shaders/rgb-normals.vert", ":/shaders/rgb-normals.frag");
mesh->reallocateNormals(mesh->getNormals());
// Test drawing triangle with glDrawArrays with texture coordinates
mesh = addObject(
new Qtk::MeshRenderer("testTriangleArraysUV", Triangle(QTK_DRAW_ARRAYS)));
mesh->getTransform().setTranslation(-3.0f, 2.0f, -2.0f);
mesh->setShaders(":/shaders/texture2d.vert", ":/shaders/texture2d.frag");
mesh->setTexture(":/textures/crate.png");
mesh->setUniform("uTexture", 0);
mesh->reallocateTexCoords(mesh->getTexCoords());
// Test drawing triangle with glDrawElements with texture coordinates
mesh = addObject(new Qtk::MeshRenderer(
"testTriangleElementsUV", Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
mesh->getTransform().setTranslation(-2.5f, 0.0f, -1.0f);
mesh->setShaders(":/shaders/texture2d.vert", ":/shaders/texture2d.frag");
mesh->setTexture(":/textures/crate.png");
mesh->setUniform("uTexture", 0);
mesh->reallocateTexCoords(mesh->getTexCoords());
}
void QtkScene::draw() {
// WARNING: We must call the base class draw() function first.
// + This will handle rendering core scene components like the Skybox.
Scene::draw();
mTestPhong->bindShaders();
mTestPhong->setUniform(
"uModelInverseTransposed",
mTestPhong->getTransform().toMatrix().normalMatrix());
mTestPhong->setUniform(
"uLightPosition",
MeshRenderer::getInstance("phongLight")->getTransform().getTranslation());
mTestPhong->setUniform(
"uCameraPosition", QtkScene::getCamera().getTransform().getTranslation());
mTestPhong->releaseShaders();
mTestPhong->draw();
mTestAmbient->bindShaders();
mTestAmbient->setUniform(
"uCameraPosition", QtkScene::getCamera().getTransform().getTranslation());
mTestAmbient->releaseShaders();
mTestAmbient->draw();
mTestDiffuse->bindShaders();
mTestDiffuse->setUniform(
"uModelInverseTransposed",
mTestDiffuse->getTransform().toMatrix().normalMatrix());
mTestDiffuse->setUniform(
"uLightPosition", MeshRenderer::getInstance("diffuseLight")
->getTransform()
.getTranslation());
mTestDiffuse->setUniform(
"uCameraPosition", QtkScene::getCamera().getTransform().getTranslation());
mTestDiffuse->releaseShaders();
mTestDiffuse->draw();
mTestSpecular->bindShaders();
mTestSpecular->setUniform(
"uModelInverseTransposed",
mTestSpecular->getTransform().toMatrix().normalMatrix());
mTestSpecular->setUniform(
"uLightPosition", MeshRenderer::getInstance("specularLight")
->getTransform()
.getTranslation());
mTestSpecular->setUniform(
"uCameraPosition", QtkScene::getCamera().getTransform().getTranslation());
mTestSpecular->releaseShaders();
mTestSpecular->draw();
}
void QtkScene::update() {
auto mySpartan = Model::getInstance("My spartan");
mySpartan->getTransform().rotate(0.75f, 0.0f, 1.0f, 0.0f);
auto myCube = MeshRenderer::getInstance("My cube");
myCube->getTransform().rotate(-0.75f, 0.0f, 1.0f, 0.0f);
auto position = MeshRenderer::getInstance("alienTestLight")
->getTransform()
.getTranslation();
auto alien = Model::getInstance("alienTest");
alien->setUniform("uLight.position", position);
alien->setUniform(
"uCameraPosition", QtkScene::getCamera().getTransform().getTranslation());
auto posMatrix = alien->getTransform().toMatrix();
alien->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
alien->setUniform("uMVP.model", posMatrix);
alien->setUniform("uMVP.view", QtkScene::getCamera().toMatrix());
alien->setUniform("uMVP.projection", QtkScene::getProjectionMatrix());
alien->getTransform().rotate(0.75f, 0.0f, 1.0f, 0.0f);
position = MeshRenderer::getInstance("spartanTestLight")
->getTransform()
.getTranslation();
auto spartan = Model::getInstance("spartanTest");
spartan->setUniform("uLight.position", position);
spartan->setUniform(
"uCameraPosition", QtkScene::getCamera().getTransform().getTranslation());
posMatrix = spartan->getTransform().toMatrix();
spartan->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
spartan->setUniform("uMVP.model", posMatrix);
spartan->setUniform("uMVP.view", QtkScene::getCamera().toMatrix());
spartan->setUniform("uMVP.projection", QtkScene::getProjectionMatrix());
spartan->getTransform().rotate(0.75f, 0.0f, 1.0f, 0.0f);
auto phong = MeshRenderer::getInstance("testPhong");
phong->getTransform().rotate(0.75f, 1.0f, 0.5f, 0.0f);
phong->bindShaders();
position =
MeshRenderer::getInstance("testLight")->getTransform().getTranslation();
phong->setUniform("uLight.position", position);
phong->setUniform(
"uCameraPosition", QtkScene::getCamera().getTransform().getTranslation());
posMatrix = phong->getTransform().toMatrix();
phong->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix());
phong->setUniform("uMVP.model", posMatrix);
phong->setUniform("uMVP.view", QtkScene::getCamera().toMatrix());
phong->setUniform("uMVP.projection", QtkScene::getProjectionMatrix());
phong->releaseShaders();
// Rotate lighting example cubes
mTestPhong->getTransform().rotate(0.75f, 0.5f, 0.3f, 0.2f);
MeshRenderer::getInstance("noLight")->getTransform().rotate(
0.75f, 0.5f, 0.3f, 0.2f);
mTestAmbient->getTransform().rotate(0.75f, 0.5f, 0.3f, 0.2f);
mTestDiffuse->getTransform().rotate(0.75f, 0.5f, 0.3f, 0.2f);
mTestSpecular->getTransform().rotate(0.75f, 0.5f, 0.3f, 0.2f);
// Examples of various translations and rotations
// Rotate in multiple directions simultaneously
MeshRenderer::getInstance("rgbNormalsCube")
->getTransform()
.rotate(0.75f, 0.2f, 0.4f, 0.6f);
// Pitch forward and roll sideways
MeshRenderer::getInstance("leftTriangle")
->getTransform()
.rotate(0.75f, 1.0f, 0.0f, 0.0f);
MeshRenderer::getInstance("rightTriangle")
->getTransform()
.rotate(0.75f, 0.0f, 0.0f, 1.0f);
// Move between two positions over time
static float translateX = 0.025f;
float limit = -9.0f; // Origin position.x - 2.0f
float posX = MeshRenderer::getInstance("topTriangle")
->getTransform()
.getTranslation()
.x();
if(posX < limit || posX > limit + 4.0f) {
translateX = -translateX;
}
MeshRenderer::getInstance("topTriangle")
->getTransform()
.translate(translateX, 0.0f, 0.0f);
MeshRenderer::getInstance("bottomTriangle")
->getTransform()
.translate(-translateX, 0.0f, 0.0f);
// And lets rotate the triangles in two directions at once
MeshRenderer::getInstance("topTriangle")
->getTransform()
.rotate(0.75f, 0.2f, 0.0f, 0.4f);
MeshRenderer::getInstance("bottomTriangle")
->getTransform()
.rotate(0.75f, 0.0f, 0.2f, 0.4f);
// And make the bottom triangle green, instead of RGB
// Rotate center cube in several directions simultaneously
// + Not subject to gimbal lock since we are using quaternions :)
MeshRenderer::getInstance("centerCube")
->getTransform()
.rotate(0.75f, 0.2f, 0.4f, 0.6f);
}

75
src/app/qtkscene.h Normal file
View File

@@ -0,0 +1,75 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Example Qtk scene ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_EXAMPLE_SCENE_H
#define QTK_EXAMPLE_SCENE_H
#include <qtk/scene.h>
/**
* Example scene using QtkWidget to render 3D models and simple geometry within
* QtOpenGLWidgets. This scene also shows some examples of using GLSL shaders to
* apply the basic lighting techniques leading up to Phong.
*
* The Qtk::Scene base class provides containers for N pointers to MeshRenderer
* and Model objects. We can create and insert as many as we like within this
* child class implementation. This child class does not need to manually draw
* objects inserted into these containers. The child class would only need to
* update uniform or other data that may change per-frame.
* See scene.h and `init()` for more information.
*
* To modify the scene objects should be initialized within the `init()` public
* method. Any required movement or updates should be applied within `draw()` or
* `update()`.
*
* To create your own Scene from scratch see Qtk::Scene.
*/
class QtkScene : public Qtk::SceneInterface {
public:
/***************************************************************************
* Contructors / Destructors
**************************************************************************/
QtkScene(Qtk::Scene * scene);
~QtkScene();
/***************************************************************************
* Inherited Public Overrides
**************************************************************************/
/**
* Initialize objects within the scene
*/
void init() override;
/**
* Called when OpenGL repaints the widget.
*/
void draw() override;
/**
* Called when the Qt `frameSwapped` signal is caught.
* See definition of `QtkWidget::initializeGL()`
*/
void update() override;
private:
/***************************************************************************
* Private Members
**************************************************************************/
// Additional example objects created within this example.
// + The base class Scene manages objects stored within mMeshes or mModels
Qtk::MeshRenderer * mTestPhong {};
Qtk::MeshRenderer * mTestSpecular {};
Qtk::MeshRenderer * mTestDiffuse {};
Qtk::MeshRenderer * mTestAmbient {};
};
#endif // QTK_EXAMPLE_SCENE_H

View File

@@ -1,17 +1,21 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Main window for Qt6 OpenGL widget application ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: QtkWidget for Qt desktop application ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <QKeyEvent>
#include <QVBoxLayout>
#include <input.h>
#include <mesh.h>
#include <qtkwidget.h>
#include <scene.h>
#include <qtk/input.h>
#include <qtk/scene.h>
#include <qtk/shape.h>
#include "debugconsole.h"
#include "qtkmainwindow.h"
#include "qtkwidget.h"
using namespace Qtk;
@@ -19,17 +23,26 @@ using namespace Qtk;
* Constructors, Destructors
******************************************************************************/
QtkWidget::QtkWidget() : mScene(Q_NULLPTR), mDebugLogger(Q_NULLPTR) {
initializeWidget();
}
QtkWidget::QtkWidget(QWidget * parent) : QtkWidget(parent, "QtkWidget") {}
QtkWidget::QtkWidget(QWidget * parent) :
QOpenGLWidget(parent), mScene(Q_NULLPTR), mDebugLogger(Q_NULLPTR) {
initializeWidget();
}
QtkWidget::QtkWidget(QWidget * parent, const QString & name) :
QtkWidget(parent, name, Q_NULLPTR) {}
QtkWidget::QtkWidget(const QSurfaceFormat & format) :
mScene(Q_NULLPTR), mDebugLogger(Q_NULLPTR) {
QtkWidget::QtkWidget(QWidget * parent, const QString & name, Scene * scene) :
QOpenGLWidget(parent), mDebugLogger(Q_NULLPTR),
mConsole(new DebugConsole(this, name)), mScene(Q_NULLPTR) {
setScene(scene);
setObjectName(name);
QSurfaceFormat format;
format.setRenderableType(QSurfaceFormat::OpenGL);
format.setProfile(QSurfaceFormat::CoreProfile);
format.setVersion(4, 6);
// Set the number of samples used for glEnable(GL_MULTISAMPLING)
format.setSamples(4);
// Set the size of the depth bufer for glEnable(GL_DEPTH_TEST)
format.setDepthBufferSize(16);
// If QTK_DEBUG is set, enable debug context
format.setOption(QSurfaceFormat::DebugContext);
setFormat(format);
setFocusPolicy(Qt::ClickFocus);
}
@@ -40,16 +53,24 @@ QtkWidget::~QtkWidget() {
}
/*******************************************************************************
* Public Inherited Virtual Methods
* Public Methods
******************************************************************************/
QAction * QtkWidget::getActionToggleConsole() {
auto action = new QAction(mScene->getSceneName() + " debug console");
action->setCheckable(true);
action->setChecked(mConsoleActive);
action->setStatusTip("Add a debug console for this QtkWidget.");
connect(action, &QAction::triggered, this, &QtkWidget::toggleConsole);
return action;
}
void QtkWidget::initializeGL() {
initializeOpenGLFunctions();
// Connect the frameSwapped signal to call the update() function
connect(this, SIGNAL(frameSwapped()), this, SLOT(update()));
// Initialize OpenGL debug context
#ifdef QTK_DEBUG
mDebugLogger = new QOpenGLDebugLogger(this);
if(mDebugLogger->initialize()) {
qDebug() << "GL_DEBUG Debug Logger" << mDebugLogger << "\n";
@@ -58,7 +79,6 @@ void QtkWidget::initializeGL() {
SLOT(messageLogged(QOpenGLDebugMessage)));
mDebugLogger->startLogging();
}
#endif // QTK_DEBUG
printContextInformation();
@@ -87,10 +107,64 @@ void QtkWidget::paintGL() {
}
}
void QtkWidget::setScene(Qtk::Scene * scene) {
if(mScene != Q_NULLPTR) {
delete mScene;
connect(
scene, &Qtk::Scene::sceneUpdated, MainWindow::getMainWindow(),
&MainWindow::refreshScene);
}
mScene = scene;
if(mScene != Q_NULLPTR) {
mConsole->setTitle(mScene->getSceneName());
} else {
mConsole->setTitle("Null Scene");
}
}
void QtkWidget::toggleConsole() {
if(mConsoleActive) {
mConsole->setHidden(true);
mConsoleActive = false;
} else {
MainWindow::getMainWindow()->addDockWidget(
Qt::DockWidgetArea::BottomDockWidgetArea,
dynamic_cast<QDockWidget *>(mConsole));
mConsole->setHidden(false);
mConsoleActive = true;
}
}
/*******************************************************************************
* Protected Slots
* Protected Methods
******************************************************************************/
void QtkWidget::keyPressEvent(QKeyEvent * event) {
if(event->isAutoRepeat()) {
// Do not repeat input while a key is held down
event->ignore();
} else {
Input::registerKeyPress(event->key());
}
}
void QtkWidget::keyReleaseEvent(QKeyEvent * event) {
if(event->isAutoRepeat()) {
event->ignore();
} else {
Input::registerKeyRelease(event->key());
}
}
void QtkWidget::mousePressEvent(QMouseEvent * event) {
Input::registerMousePress(event->button());
}
void QtkWidget::mouseReleaseEvent(QMouseEvent * event) {
Input::registerMouseRelease(event->button());
}
void QtkWidget::update() {
updateCameraInput();
@@ -104,19 +178,24 @@ void QtkWidget::update() {
void QtkWidget::messageLogged(const QOpenGLDebugMessage & msg) {
QString error;
DebugContext context;
// Format based on severity
switch(msg.severity()) {
case QOpenGLDebugMessage::NotificationSeverity:
error += "--";
context = Status;
break;
case QOpenGLDebugMessage::HighSeverity:
error += "!!";
context = Fatal;
break;
case QOpenGLDebugMessage::MediumSeverity:
error += "!~";
context = Error;
break;
case QOpenGLDebugMessage::LowSeverity:
error += "~~";
context = Warn;
break;
}
@@ -159,58 +238,53 @@ void QtkWidget::messageLogged(const QOpenGLDebugMessage & msg) {
}
#undef CASE
error += ")";
qDebug() << qPrintable(error) << "\n" << qPrintable(msg.message()) << "\n";
}
/*******************************************************************************
* Protected Methods
******************************************************************************/
void QtkWidget::keyPressEvent(QKeyEvent * event) {
if(event->isAutoRepeat()) {
// Do not repeat input while a key is held down
event->ignore();
} else {
Input::registerKeyPress(event->key());
}
}
void QtkWidget::keyReleaseEvent(QKeyEvent * event) {
if(event->isAutoRepeat()) {
event->ignore();
} else {
Input::registerKeyRelease(event->key());
}
}
void QtkWidget::mousePressEvent(QMouseEvent * event) {
Input::registerMousePress(event->button());
}
void QtkWidget::mouseReleaseEvent(QMouseEvent * event) {
Input::registerMouseRelease(event->button());
error += ")\n" + msg.message() + "\n";
qDebug() << qPrintable(error);
sendLog("(OpenGL) " + error.replace("\n", "\n(OpenGL) "), context);
}
/*******************************************************************************
* Private Methods
******************************************************************************/
void QtkWidget::initializeWidget() {
QSurfaceFormat format;
format.setRenderableType(QSurfaceFormat::OpenGL);
format.setProfile(QSurfaceFormat::CoreProfile);
format.setVersion(4, 6);
// Set the number of samples used for glEnable(GL_MULTISAMPLING)
format.setSamples(4);
// Set the size of the depth bufer for glEnable(GL_DEPTH_TEST)
format.setDepthBufferSize(16);
// If QTK_DEBUG is set, enable debug context
#ifdef QTK_DEBUG
format.setOption(QSurfaceFormat::DebugContext);
#endif
setFormat(format);
setFocusPolicy(Qt::ClickFocus);
void QtkWidget::teardownGL() { /* Nothing to teardown yet... */
}
void QtkWidget::updateCameraInput() {
Input::update();
// Camera Transformation
if(Input::buttonPressed(Qt::RightButton)) {
static const float transSpeed = 0.1f;
static const float rotSpeed = 0.5f;
// Handle rotations
Scene::getCamera().getTransform().rotate(
-rotSpeed * Input::mouseDelta().x(), Camera3D::LocalUp);
Scene::getCamera().getTransform().rotate(
-rotSpeed * Input::mouseDelta().y(), Scene::getCamera().getRight());
// Handle translations
QVector3D translation;
if(Input::keyPressed(Qt::Key_W)) {
translation += Scene::getCamera().getForward();
}
if(Input::keyPressed(Qt::Key_S)) {
translation -= Scene::getCamera().getForward();
}
if(Input::keyPressed(Qt::Key_A)) {
translation -= Scene::getCamera().getRight();
}
if(Input::keyPressed(Qt::Key_D)) {
translation += Scene::getCamera().getRight();
}
if(Input::keyPressed(Qt::Key_Q)) {
translation -= Scene::getCamera().getUp() / 2.0f;
}
if(Input::keyPressed(Qt::Key_E)) {
translation += Scene::getCamera().getUp() / 2.0f;
}
Scene::getCamera().getTransform().translate(transSpeed * translation);
}
}
void QtkWidget::printContextInformation() {
@@ -239,46 +313,9 @@ void QtkWidget::printContextInformation() {
}
#undef CASE
// qPrintable() will print our QString w/o quotes around it.
qDebug() << qPrintable(glType) << qPrintable(glVersion) << "("
<< qPrintable(glProfile) << ")"
<< "\nOpenGL Vendor: " << qPrintable(glVendor)
<< "\nRendering Device: " << qPrintable(glRenderer) << "\n";
}
void QtkWidget::updateCameraInput() {
Input::update();
// Camera Transformation
if(Input::buttonPressed(Qt::RightButton)) {
static const float transSpeed = 0.1f;
static const float rotSpeed = 0.5f;
// Handle rotations
Scene::getCamera().getTransform().rotate(
-rotSpeed * Input::mouseDelta().x(), Camera3D::LocalUp);
Scene::getCamera().getTransform().rotate(
-rotSpeed * Input::mouseDelta().y(), Scene::getCamera().right());
// Handle translations
QVector3D translation;
if(Input::keyPressed(Qt::Key_W)) {
translation += Scene::getCamera().forward();
}
if(Input::keyPressed(Qt::Key_S)) {
translation -= Scene::getCamera().forward();
}
if(Input::keyPressed(Qt::Key_A)) {
translation -= Scene::getCamera().right();
}
if(Input::keyPressed(Qt::Key_D)) {
translation += Scene::getCamera().right();
}
if(Input::keyPressed(Qt::Key_Q)) {
translation -= Scene::getCamera().up() / 2.0f;
}
if(Input::keyPressed(Qt::Key_E)) {
translation += Scene::getCamera().up() / 2.0f;
}
Scene::getCamera().getTransform().translate(transSpeed * translation);
}
auto message = QString(glType) + glVersion + "(" + glProfile + ")"
+ "\nOpenGL Vendor: " + glVendor
+ "\nRendering Device: " + glRenderer;
qDebug() << qPrintable(message);
sendLog("(OpenGL) " + message.replace("\n", "\n(OpenGL) "), Status);
}

View File

@@ -1,7 +1,7 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Main window for Qt6 OpenGL widget application ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: QtkWidget for Qt desktop application ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
@@ -10,22 +10,26 @@
#include <iostream>
#include <QDockWidget>
#include <QMatrix4x4>
#include <QOpenGLDebugLogger>
#include <QOpenGLFunctions>
#include <QOpenGLWidget>
#include <QPlainTextEdit>
#include <qtkapi.h>
#include <scene.h>
#include <qtk/qtkapi.h>
#include <qtk/scene.h>
namespace Qtk {
class DebugConsole;
/**
* QtkWidget class to define required QOpenGLWidget functionality.
*
* This object has a Scene attached which manages the objects to render.
* Client input is passed through this widget to control the camera view.
*/
class QTKAPI QtkWidget : public QOpenGLWidget, protected QOpenGLFunctions {
class QtkWidget : public QOpenGLWidget, protected QOpenGLFunctions {
Q_OBJECT;
public:
@@ -33,40 +37,41 @@ namespace Qtk {
* Contructors / Destructors
************************************************************************/
/**
* Default ctor will configure a QSurfaceFormat with default settings.
*/
QtkWidget();
/**
* Qt Designer will call this ctor when creating this widget as a child.
*
* @param parent The parent QWidget
* @param parent Pointer to a parent widget for this QtkWidget or nullptr.
*/
explicit QtkWidget(QWidget * parent);
explicit QtkWidget(QWidget * parent = nullptr);
/**
* Allow constructing the widget with a preconfigured QSurfaceFormat.
* Default construct a QtkWidget.
*
* @param format QSurfaceFormat already configured by the caller.
* @param parent Pointer to a parent widget or nullptr if no parent.
* @param name An objectName for the new QtkWidget.
*/
explicit QtkWidget(const QSurfaceFormat & format);
explicit QtkWidget(QWidget * parent, const QString & name);
~QtkWidget() override;
/**
* Construct a custom QtkWidget.
*
* @param parent Pointer to a parent widget or nullptr if no parent.
* @param name An objectName for the new QtkWidget.
* @param scene Pointer to a custom class inheriting from Qtk::Scene.
*/
QtkWidget(QWidget * parent, const QString & name, Qtk::Scene * scene);
~QtkWidget();
private:
/*************************************************************************
* Private Methods
* Public Methods
************************************************************************/
// clang-format off
void teardownGL() { /* Nothing to teardown yet... */ }
// clang-format on
public:
/*************************************************************************
* Public Inherited Virtual Methods
************************************************************************/
/**
* Constructs a QAction to hide / show this DebugConsole.
* @return QAction to toggle visibility of this DebugConsole.
*/
QAction * getActionToggleConsole();
/**
* Called when the widget is first constructed.
@@ -90,66 +95,110 @@ namespace Qtk {
* Accessors
************************************************************************/
/**
* @return The active scene being viewed in this widget.
*/
inline Qtk::Scene * getScene() { return mScene; }
/**
* @return Pointer to the QOpenGLDebugLogger attached to this widget.
*/
inline QOpenGLDebugLogger * getOpenGLDebugLogger() {
return mDebugLogger;
}
/*************************************************************************
* Setters
************************************************************************/
inline void setScene(Qtk::Scene * scene) {
delete mScene;
mScene = scene;
}
/**
* @param scene The new scene to view.
*/
void setScene(Qtk::Scene * scene);
protected slots:
/*************************************************************************
* Qt Slots
************************************************************************/
public slots:
/**
* Called when the `frameSwapped` signal is caught.
* See definition of initializeGL()
* Toggle visibility of the DebugConsole associated with this QtkWidget.
*/
void update();
void toggleConsole();
#ifdef QTK_DEBUG
signals:
/**
* Called when the `messageLogged` signal is caught.
* See definition of initializeGL()
*
* @param msg The message logged.
* Log a message to the DebugConsole associated with this widget.
* @param message The message to log.
* @param context The context of the log message.
*/
static void messageLogged(const QOpenGLDebugMessage & msg);
#endif
void sendLog(const QString & message, DebugContext context = Status);
protected:
/*************************************************************************
* Protected Methods
************************************************************************/
/**
* @param event Key press event to update camera input manager.
*/
void keyPressEvent(QKeyEvent * event) override;
/**
* @param event Key release event to update camera input manager.
*/
void keyReleaseEvent(QKeyEvent * event) override;
/**
* @param event Mouse button press event to update camera input manager.
*/
void mousePressEvent(QMouseEvent * event) override;
/**
* @param event Mouse button release event to update camera input manager.
*/
void mouseReleaseEvent(QMouseEvent * event) override;
protected slots:
/**
* Called when the `frameSwapped` signal is caught.
* See definition of initializeGL()
*/
void update();
/**
* Called when the `messageLogged` signal is caught.
* See definition of initializeGL()
*
* @param msg The message logged.
*/
void messageLogged(const QOpenGLDebugMessage & msg);
private:
/*************************************************************************
* Private Methods
************************************************************************/
void initializeWidget();
/**
* Deconstruct any resources we have allocated for this widget.
*/
void teardownGL();
/**
* Callback function to update input for camera controls
*/
static void updateCameraInput();
#ifdef QTK_DEBUG
/**
* Prints OpenGL context information at start of debug session.
*/
void printContextInformation();
QOpenGLDebugLogger * mDebugLogger;
#endif
/*************************************************************************
* Private Members
************************************************************************/
QOpenGLDebugLogger * mDebugLogger;
Qtk::Scene * mScene;
Qtk::DebugConsole * mConsole;
bool mConsoleActive = false;
};
} // namespace Qtk

6
src/app/resources.h.in Normal file
View File

@@ -0,0 +1,6 @@
#ifndef QTK_RESOURCES_H_IN_H
#define QTK_RESOURCES_H_IN_H
// Not currently in use, but will be in the future.
#endif // QTK_RESOURCES_H_IN_H

View File

@@ -1,23 +1,20 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Main window for Qt6 OpenGL widget application ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Toolbox plugin for object details and options ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_QTKAPI_H
#define QTK_QTKAPI_H
################################################################################
*/
#include <QtCore/QtGlobal>
#include "toolbox.h"
#include "ui_toolbox.h"
#ifdef QTK_SHARED
#if defined(QTK_EXPORT)
#define QTKAPI Q_DECL_EXPORT
#else
#define QTKAPI Q_DECL_IMPORT
#endif
#else
#define QTKAPI
#endif
Qtk::ToolBox::ToolBox(QWidget * parent) :
QDockWidget(parent), ui(new Ui::ToolBox) {
ui->setupUi(this);
}
#endif // QTK_QTKAPI_H
Qtk::ToolBox::~ToolBox() {
delete ui;
}

42
src/app/toolbox.h Normal file
View File

@@ -0,0 +1,42 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Toolbox plugin for object details and options ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
################################################################################
*/
#ifndef TOOLBOX_H
#define TOOLBOX_H
#include <QDesignerExportWidget>
#include <QDockWidget>
namespace Ui {
class ToolBox;
}
namespace Qtk {
class ToolBox : public QDockWidget {
Q_OBJECT
public:
/*************************************************************************
* Contructors / Destructors
*************************************************************************/
explicit ToolBox(QWidget * parent = nullptr);
~ToolBox();
private:
/*************************************************************************
* Private Members
************************************************************************/
Ui::ToolBox * ui;
};
} // namespace Qtk
#endif // TOOLBOX_H

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<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>ToolBox</class>
<widget class="QDockWidget" name="ToolBox">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>400</width>
<height>300</height>
</rect>
</property>
<property name="windowTitle">
<string>Object Details</string>
</property>
<widget class="QWidget" name="dockWidgetContents">
<layout class="QHBoxLayout" name="horizontalLayout">
<item>
<widget class="QToolBox" name="toolBox">
<property name="currentIndex">
<number>0</number>
</property>
<widget class="QWidget" name="page">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>382</width>
<height>201</height>
</rect>
</property>
<attribute name="label">
<string>Shaders</string>
</attribute>
</widget>
<widget class="QWidget" name="page_2">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>382</width>
<height>201</height>
</rect>
</property>
<attribute name="label">
<string>Properties</string>
</attribute>
</widget>
</widget>
</item>
</layout>
</widget>
</widget>
<resources/>
<connections/>
</ui>

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/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: TreeView plugin for scene hierarchy ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
################################################################################
*/
#include "treeview.h"
#include "qtkmainwindow.h"
#include "ui_treeview.h"
/*******************************************************************************
* Constructors, Destructors
******************************************************************************/
Qtk::TreeView::TreeView(QWidget * parent) :
QDockWidget(parent), ui(new Ui::TreeView) {
ui->setupUi(this);
connect(
ui->treeWidget, &QTreeWidget::itemDoubleClicked, this,
&TreeView::itemFocus);
}
Qtk::TreeView::~TreeView() {
delete ui;
}
/*******************************************************************************
* Public Methods
******************************************************************************/
void Qtk::TreeView::updateView(const Qtk::Scene * scene) {
ui->treeWidget->clear();
ui->treeWidget->setColumnCount(1);
mSceneName = scene->getSceneName();
auto objects = scene->getObjects();
for(const auto & object : objects) {
auto item =
new QTreeWidgetItem(QStringList(QString(object->getName().c_str())));
ui->treeWidget->insertTopLevelItem(0, item);
}
}
void Qtk::TreeView::itemFocus(QTreeWidgetItem * item, int column) {
QString name = item->text(column);
auto scene = MainWindow::getMainWindow()->getQtkWidget()->getScene();
auto & transform = scene->getCamera().getTransform();
auto object = scene->getObject(name);
if(object == Q_NULLPTR) {
qDebug() << "Attempt to get non-existing object with name '" << name
<< "'\n";
}
Transform3D * objectTransform;
if(object->getType() == Object::QTK_MESH) {
objectTransform = &dynamic_cast<MeshRenderer *>(object)->getTransform();
} else if(object->getType() == Object::QTK_MODEL) {
objectTransform = &dynamic_cast<Model *>(object)->getTransform();
}
transform.setTranslation(objectTransform->getTranslation());
transform.translate(0.0f, 0.0f, 3.0f);
}

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/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: TreeView plugin for scene hierarchy ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
################################################################################
*/
#ifndef TREEVIEW_H
#define TREEVIEW_H
#include <QDesignerCustomWidgetInterface>
#include <QDesignerExportWidget>
#include <QDockWidget>
#include <qtk/scene.h>
#include <QTreeWidgetItem>
namespace Ui {
class TreeView;
}
namespace Qtk {
class TreeView : public QDockWidget {
Q_OBJECT
public:
/*************************************************************************
* Constructors / Destructors
************************************************************************/
explicit TreeView(QWidget * parent = nullptr);
~TreeView();
/*************************************************************************
* Public Methods
************************************************************************/
/**
* Updates the QTreeWidget with all objects within the scene.
* @param scene The scene to load objects from.
*/
void updateView(const Scene * scene);
public slots:
/**
* Focus the camera on an item when it is double clicked.
* Triggered by QTreeWidget::itemDoubleClicked signal.
*
* @param item The item that was double clicked
* @param column The column of the item that was double clicked.
* This param is currently not used but required for this signal.
*/
void itemFocus(QTreeWidgetItem * item, int column);
private:
/*************************************************************************
* Private Members
************************************************************************/
Ui::TreeView * ui;
/**
* The name of the scene last loaded by this TreeWidget.
* Used to load object data from a target scene.
*/
QString mSceneName;
};
} // namespace Qtk
#endif // TREEVIEW_H

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<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>TreeView</class>
<widget class="QDockWidget" name="TreeView">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>400</width>
<height>300</height>
</rect>
</property>
<property name="windowTitle">
<string>Scene Tree View</string>
</property>
<widget class="QWidget" name="dockWidgetContents">
<layout class="QHBoxLayout" name="horizontalLayout">
<item>
<widget class="QTreeWidget" name="treeWidget">
<property name="alternatingRowColors">
<bool>true</bool>
</property>
<property name="indentation">
<number>10</number>
</property>
<property name="sortingEnabled">
<bool>true</bool>
</property>
<attribute name="headerVisible">
<bool>false</bool>
</attribute>
<column>
<property name="text">
<string notr="true">1</string>
</property>
</column>
</widget>
</item>
</layout>
</widget>
</widget>
<resources/>
<connections/>
</ui>

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/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Generic Qt Designer widget plugin ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
################################################################################
*/
#include <QIcon>
#include <QtPlugin>
#include <utility>
#include <qtk/qtkapi.h>
#include "widgetplugin.h"
/*******************************************************************************
* Constructors, Destructors
******************************************************************************/
WidgetPlugin::WidgetPlugin(
QString group, QString class_name, QString include,
WidgetPlugin::Factory factory) :
m_group(std::move(group)),
m_className(std::move(class_name)), m_includeFile(std::move(include)),
m_factory(std::move(factory)), m_objectName(class_name) {}
WidgetPlugin::WidgetPlugin(QObject * parent) : QObject(parent) {}
/*******************************************************************************
* Public Methods
******************************************************************************/
QString WidgetPlugin::group() const {
return m_group;
}
QString WidgetPlugin::name() const {
return m_className;
}
QString WidgetPlugin::includeFile() const {
return m_includeFile;
}
QWidget * WidgetPlugin::createWidget(QWidget * parent) {
return m_factory(parent);
}
QString WidgetPlugin::toolTip() const {
return QStringLiteral("A custom widget tool tip.");
}
QString WidgetPlugin::whatsThis() const {
return QStringLiteral("Custom widget what's this?");
}
QIcon WidgetPlugin::icon() const {
return Qtk::getIcon();
}
bool WidgetPlugin::isContainer() const {
return true;
}
bool WidgetPlugin::isInitialized() const {
return m_initialized;
}
void WidgetPlugin::initialize(QDesignerFormEditorInterface *) {
if(m_initialized) {
return;
}
m_initialized = true;
}
QString WidgetPlugin::domXml() const {
return
"<ui language=\"c++\">\n"
" <widget class=\"" + m_className + "\" name=\"" + m_objectName + "\">\n"
" <property name=\"geometry\">\n"
" <rect>\n"
" <x>0</x>\n"
" <y>0</y>\n"
" <width>100</width>\n"
" <height>100</height>\n"
" </rect>\n"
" </property>\n"
" <property name=\"toolTip\" >\n"
" <string>" + toolTip() + "</string>\n"
" </property>\n"
" <property name=\"whatsThis\" >\n"
" <string>" + whatsThis() + "</string>\n"
" </property>\n"
" </widget>\n"
"</ui>\n";
}

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/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Generic Qt Designer widget plugin ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
################################################################################
*/
#ifndef QTK_WIDGETPLUGIN_H
#define QTK_WIDGETPLUGIN_H
#include <QDesignerCustomWidgetInterface>
#include <QDesignerExportWidget>
class QDESIGNER_WIDGET_EXPORT WidgetPlugin :
public QObject,
public QDesignerCustomWidgetInterface {
Q_OBJECT
Q_INTERFACES(QDesignerCustomWidgetInterface)
using Factory = std::function<QWidget *(QWidget *)>;
public:
/***************************************************************************
* Contructors / Destructors
**************************************************************************/
WidgetPlugin(
QString group, QString class_name, QString include, Factory factory);
explicit WidgetPlugin(QObject * parent = nullptr);
~WidgetPlugin() = default;
/***************************************************************************
* Public Methods
**************************************************************************/
/**
* @return The name of the group to which this widget belongs.
*/
[[nodiscard]] QString group() const override;
/**
* Must return the _class name_ of the widget.
*
* @return The class name for the associated widget.
*/
[[nodiscard]] QString name() const override;
/**
* If this path changes for a custom widget, it must be removed and added
* back in Qt Designer for the XML surrounding this value to be regenerated.
*
* See the `<customwidget>` XML in any `.ui` file using a custom widget.
*
* @return Path to the include file for UIC to use when generating code.
*/
[[nodiscard]] QString includeFile() const override;
/**
* @param parent Parent widget to the new instance of this widget.
* @return A new instance of this custom widget.
*/
[[nodiscard]] QWidget * createWidget(QWidget * parent) override;
/**
* @return Short description used in Qt Designer tool tips.
*/
[[nodiscard]] QString toolTip() const override;
/**
* @return Widget description used in `What's this?` within Qt Creator.
*/
[[nodiscard]] QString whatsThis() const override;
/**
* @return Icon used to represent the widget in Qt Designer's GUI.
*/
[[nodiscard]] QIcon icon() const override;
/**
* Whether or not this widget should act as a container for other widgets.
*
* @return True if this custom widget is meant to be a container.
*/
[[nodiscard]] bool isContainer() const override;
/**
* @return True if this widget has been initialized.
*/
[[nodiscard]] bool isInitialized() const override;
/**
* Initializes an instance of this custom widget.
* @param core
*/
void initialize(QDesignerFormEditorInterface * core) override;
/**
* Default XML for an instance of this custom widget within a `.ui` file.
*
* Any property available for the widget in Qt Designer can be set using XML
* properties, as seen here with `toolTip` and `whatsThis`.
*
* @return XML inserted for each instance of this widget.
*/
[[nodiscard]] QString domXml() const override;
private:
/***************************************************************************
* Private Members
**************************************************************************/
bool m_initialized = false;
QString m_group;
QString m_className;
QString m_objectName;
QString m_includeFile;
Factory m_factory;
};
#endif // QTK_WIDGETPLUGIN_H

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/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Collection of widget plugins for Qt Designer ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
################################################################################
*/
#include "widgetplugincollection.h"
#include "debugconsole.h"
#include "qtkwidget.h"
#include "toolbox.h"
#include "treeview.h"
#include "widgetplugin.h"
/*******************************************************************************
* Constructors, Destructors
******************************************************************************/
WidgetPluginCollection::WidgetPluginCollection(QObject * parent) :
QObject(parent), m_collectionName("Qtk Widget Collection") {
m_collection = {
new WidgetPlugin(
m_collectionName, "Qtk::QtkWidget", "qtkwidget.h",
[](QWidget * parent) { return new Qtk::QtkWidget(parent); }),
new WidgetPlugin(
m_collectionName, "Qtk::TreeView", "treeview.h",
[](QWidget * parent) { return new Qtk::TreeView(parent); }),
new WidgetPlugin(
m_collectionName, "Qtk::ToolBox", "toolbox.h",
[](QWidget * parent) { return new Qtk::ToolBox(parent); }),
};
}
/*******************************************************************************
* Public Methods
******************************************************************************/
QList<QDesignerCustomWidgetInterface *> WidgetPluginCollection::customWidgets()
const {
return m_collection;
}

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/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Collection of widget plugins for Qt Designer ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
################################################################################
*/
#ifndef QTK_WIDGETPLUGINCOLLECTION_H
#define QTK_WIDGETPLUGINCOLLECTION_H
#include <QDesignerCustomWidgetCollectionInterface>
class WidgetPluginCollection :
public QObject,
public QDesignerCustomWidgetCollectionInterface {
Q_OBJECT
// Since we're exporting a collection, this is the only plugin metadata
// needed. We don't need this for-each widget in the collection.
Q_PLUGIN_METADATA(IID "com.Klips.WidgetPluginCollection")
// Tell Qt Object system that we're implementing an interface.
Q_INTERFACES(QDesignerCustomWidgetCollectionInterface)
public:
/***************************************************************************
* Contructors / Destructors
**************************************************************************/
explicit WidgetPluginCollection(QObject * parent = nullptr);
/***************************************************************************
* Public Methods
**************************************************************************/
/**
* @return QList of all custom widgets pointers.
*/
[[nodiscard]] QList<QDesignerCustomWidgetInterface *> customWidgets() const;
private:
/***************************************************************************
* Private Members
**************************************************************************/
QList<QDesignerCustomWidgetInterface *> m_collection;
QString m_collectionName;
};
#endif // QTK_WIDGETPLUGINCOLLECTION_H

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/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Input class from tutorials followed at trentreed.net ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTOPENGL_INPUT_H
#define QTOPENGL_INPUT_H
#include <QPoint>
#include <Qt>
#include <qtkapi.h>
#include <qtkwidget.h>
namespace Qtk {
class QTKAPI Input {
public:
/*************************************************************************
* Typedefs
************************************************************************/
friend class Qtk::QtkWidget;
/**
* Possible key states
*/
enum InputState {
InputInvalid,
InputRegistered,
InputUnregistered,
InputTriggered,
InputPressed,
InputReleased
};
/*************************************************************************
* Public Methods
************************************************************************/
// State checking
inline static bool keyTriggered(Qt::Key key) {
return keyState(key) == InputTriggered;
}
inline static bool keyPressed(Qt::Key key) {
return keyState(key) == InputPressed;
}
inline static bool keyReleased(Qt::Key key) {
return keyState(key) == InputReleased;
}
inline static bool buttonTriggered(Qt::MouseButton button) {
return buttonState(button) == InputTriggered;
}
inline static bool buttonPressed(Qt::MouseButton button) {
return buttonState(button) == InputPressed;
}
inline static bool buttonReleased(Qt::MouseButton button) {
return buttonState(button) == InputReleased;
}
// Implementation
static InputState keyState(Qt::Key key);
static InputState buttonState(Qt::MouseButton button);
static QPoint mousePosition();
static QPoint mouseDelta();
private:
/*************************************************************************
* Private Methods
************************************************************************/
// State updating
static void update();
static void registerKeyPress(int key);
static void registerKeyRelease(int key);
static void registerMousePress(Qt::MouseButton button);
static void registerMouseRelease(Qt::MouseButton button);
static void reset();
};
} // namespace Qtk
#endif // QTOPENGL_INPUT_H

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/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: MeshRenderer class for quick object creation and drawing ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_MESHRENDERER_H
#define QTK_MESHRENDERER_H
#include <mesh.h>
#include <object.h>
#include <qtkapi.h>
#include <utility>
namespace Qtk {
class QTKAPI MeshRenderer : public Object {
public:
/*************************************************************************
* Typedefs
************************************************************************/
/* Static QHash of all mesh objects within the scene. */
typedef QHash<QString, MeshRenderer *> MeshManager;
/*************************************************************************
* Constructors / Destructors
************************************************************************/
// Delegate constructors
MeshRenderer(
const char * name, Vertices vertices, Indices indices,
DrawMode mode = QTK_DRAW_ARRAYS) :
MeshRenderer(
name, ShapeBase(mode, std::move(vertices), std::move(indices))) {}
explicit MeshRenderer(const char * name) :
MeshRenderer(name, Cube(QTK_DRAW_ELEMENTS)) {}
// Constructor
MeshRenderer(const char * name, const ShapeBase & shape);
~MeshRenderer() override;
/*************************************************************************
* Public Methods
************************************************************************/
void init();
void draw();
inline void enableAttributeArray(int location) {
ShaderBindScope lock(&mProgram, mBound);
mVAO.bind();
mProgram.enableAttributeArray(location);
mVAO.release();
}
void reallocateTexCoords(const TexCoords & t, unsigned dims = 2);
void reallocateNormals(const Normals & n, unsigned dims = 3);
/*************************************************************************
* Setters
************************************************************************/
// Draw types like GL_TRIANGLES, GL_POINTS, GL_LINES, etc
void setDrawType(int drawType) { mDrawType = drawType; }
// Shader settings
inline void setShaderVertex(const std::string & vert) {
mVertexShader = vert;
}
inline void setShaderFragment(const std::string & frag) {
mFragmentShader = frag;
}
void setShaders(const std::string & vert, const std::string & frag);
template <typename T> inline void setUniform(int location, T value) {
ShaderBindScope lock(&mProgram, mBound);
mProgram.setUniformValue(location, value);
}
template <typename T>
inline void setUniform(const char * location, T value) {
ShaderBindScope lock(&mProgram, mBound);
mProgram.setUniformValue(location, value);
}
// Set MVP matrix using this Object's transform
// + View and projection provided by MainWidget static members
void setUniformMVP(
const char * model = "uModel", const char * view = "uView",
const char * projection = "uProjection");
// These functions modify data stored in a VBO
// + After calling them, the VBO will need to be reallocated
void setShape(const Shape & value) override;
void setColor(const QVector3D & color);
void setAttributeBuffer(
int location, GLenum type, int offset, int tupleSize,
int stride = 0) {
ShaderBindScope lock(&mProgram, mBound);
mVAO.bind();
mProgram.setAttributeBuffer(location, type, offset, tupleSize, stride);
mVAO.release();
}
/*************************************************************************
* Accessors
************************************************************************/
/**
* Retrieve a mesh by name stored within static QHash private member
* @param name The name of the MeshRenderer we want to retrieve.
* @return Pointer to the MeshRenderer, or nullptr if not found.
*/
static MeshRenderer * getInstance(const QString & name);
Transform3D & getTransform() { return mTransform; }
private:
/*************************************************************************
* Private Members
************************************************************************/
static MeshManager sInstances;
int mDrawType {};
std::string mVertexShader {}, mFragmentShader {};
};
} // namespace Qtk
#endif // QTK_MESHRENDERER_H

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/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Model classes for importing with Assimp ##
## From following tutorials on learnopengl.com ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_MODEL_H
#define QTK_MODEL_H
// QT
#include <QObject>
#include <QOpenGLBuffer>
#include <QOpenGLFunctions>
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include <QOpenGLVertexArrayObject>
// Assimp
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
// QTK
#include <object.h>
#include <qtkapi.h>
#include <transform3D.h>
namespace Qtk {
/**
* 3D models will store this data for each vertex in geometry.
*/
struct QTKAPI ModelVertex {
QVector3D mPosition;
QVector3D mNormal;
QVector2D mTextureCoord;
QVector3D mTangent;
QVector3D mBitangent;
};
/**
* Struct to store model textures. 3D Models may have multiple.
*/
struct QTKAPI ModelTexture {
GLuint mID {};
QOpenGLTexture * mTexture {};
std::string mType {};
std::string mPath {};
};
class Model;
/**
* Mesh class specialized for storing 3D model data.
* Eventually this can be consolidated into a more generic class.
*/
class QTKAPI ModelMesh : protected QOpenGLFunctions {
public:
/*************************************************************************
* Typedefs
************************************************************************/
friend Model;
typedef std::vector<ModelVertex> Vertices;
typedef std::vector<GLuint> Indices;
typedef std::vector<ModelTexture> Textures;
/*************************************************************************
* Constructors, Destructors
************************************************************************/
ModelMesh(
Vertices vertices, Indices indices, Textures textures,
const char * vertexShader = ":/model-basic.vert",
const char * fragmentShader = ":/model-basic.frag") :
mProgram(new QOpenGLShaderProgram),
mVAO(new QOpenGLVertexArrayObject),
mVBO(new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer)),
mEBO(new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer)),
mVertices(std::move(vertices)), mIndices(std::move(indices)),
mTextures(std::move(textures)) {
initMesh(vertexShader, fragmentShader);
}
~ModelMesh() = default;
/*************************************************************************
* Public Methods
************************************************************************/
inline void draw() { draw(*mProgram); }
void draw(QOpenGLShaderProgram & shader);
/*************************************************************************
* Public Members
************************************************************************/
Vertices mVertices {};
Indices mIndices {};
Textures mTextures {};
Transform3D mTransform;
private:
/*************************************************************************
* Private Methods
************************************************************************/
void initMesh(const char * vert, const char * frag);
/*************************************************************************
* Private Members
************************************************************************/
QOpenGLBuffer *mVBO, *mEBO;
QOpenGLVertexArrayObject * mVAO;
QOpenGLShaderProgram * mProgram;
};
/**
* Model object that has a ModelMesh.
* Top-level object that represents 3D models stored within a scene.
*/
class QTKAPI Model : public QObject {
Q_OBJECT
public:
/*************************************************************************
* Typedefs
************************************************************************/
/* ModelManager typedef that will manage global model access. */
typedef QHash<QString, Model *> ModelManager;
/*************************************************************************
* Constructors, Destructors
************************************************************************/
// Default model shaders are provided but we can override them in the ctor
inline Model(
const char * name, const char * path,
const char * vertexShader = ":/model-basic.vert",
const char * fragmentShader = ":/model-basic.frag") :
mName(name),
mModelPath(path), mVertexShader(vertexShader),
mFragmentShader(fragmentShader) {
loadModel(path);
}
inline ~Model() override { mManager.remove(mName); }
/*************************************************************************
* Public Methods
************************************************************************/
void draw();
void draw(QOpenGLShaderProgram & shader);
/**
* Flip a texture associated with this model
*
* @param fileName The name of the texture to flip as it is stored on disk
* @param flipX Flip the texture along the X axis
* @param flipY Flip the texture along the Y axis
*/
void flipTexture(
const std::string & fileName, bool flipX = false, bool flipY = true);
/*************************************************************************
* Setters
************************************************************************/
/**
* Sets a uniform value
*
* @tparam T The type of the value we are settings
* @param location The uniform location
* @param value The value to assign to the uniform
*/
template <typename T> void setUniform(const char * location, T value) {
for(auto & mesh : mMeshes) {
mesh.mProgram->bind();
mesh.mProgram->setUniformValue(location, value);
mesh.mProgram->release();
}
}
/*************************************************************************
* Accessors
************************************************************************/
/**
* Accessor function for retrieving a ModelMesh globally.
* The mesh is retrieved from the mManager private member.
*
* @param name The name of the model to load as it was constructed.
* @return Pointer to the model stored within the scene.
*/
static Model * getInstance(const char * name);
Transform3D & getTransform() { return mTransform; }
private:
/*************************************************************************
* Private Methods
************************************************************************/
/**
* Loads a model in .obj, .fbx, .gltf, and other formats.
* For a full list of formats see assimp documentation:
* https://github.com/assimp/assimp/blob/master/doc/Fileformats.md
*
* Models should not be loaded into Qt resource system.
* Instead pass an *absolute* path to this function.
* Relative paths will break if Qtk is executed from different locations.
*
* Models can also be loaded from the `qtk/resource` directory using qrc
* format loadModel(":/models/backpack/backpack.obj").
* This does not use Qt resource system, it just provides similar syntax
* for accessing files within the same `resources/` directory.
*
* See resourcemanager.h for more information on how this works.
*
* @param path Absolute path to a model in .obj or another format accepted
* by assimp.
*/
void loadModel(const std::string & path);
void processNode(aiNode * node, const aiScene * scene);
ModelMesh processMesh(aiMesh * mesh, const aiScene * scene);
ModelMesh::Textures loadMaterialTextures(
aiMaterial * mat, aiTextureType type, const std::string & typeName);
void sortModels();
/*************************************************************************
* Private Members
************************************************************************/
/* The position of this model in 3D space */
Transform3D mTransform;
/* Static QHash used to store and access models globally. */
static ModelManager mManager;
/* Container to store N loaded textures for this model. */
ModelMesh::Textures mTexturesLoaded {};
/* Container to store N loaded meshes for this model. */
std::vector<ModelMesh> mMeshes {};
/* The directory this model and it's textures are stored. */
std::string mDirectory {};
/* File names for shaders and 3D model on disk. */
const char *mVertexShader, *mFragmentShader, *mModelPath;
/* Name of the model object within the scene. */
const char * mName;
};
} // namespace Qtk
#endif // QTK_MODEL_H

79
src/qtk/CMakeLists.txt Normal file
View File

@@ -0,0 +1,79 @@
################################################################################
## Project for working with OpenGL and Qt6 widgets ##
## ##
## Author: Shaun Reed | Contact: shaunrd0@gmail.com | URL: www.shaunreed.com ##
## All Content (c) 2023 Shaun Reed, all rights reserved ##
################################################################################
################################################################################
# Qtk Library
################################################################################
set(
QTK_LIBRARY_PUBLIC_HEADERS
camera3d.h
input.h
meshrenderer.h
model.h
modelmesh.h
object.h
qtkapi.h
qtkiostream.h
qtkiosystem.h
scene.h
shape.h
skybox.h
texture.h
transform3D.h
)
set(
QTK_LIBRARY_SOURCES
camera3d.cpp
input.cpp
meshrenderer.cpp
model.cpp
modelmesh.cpp
object.cpp
qtkiostream.cpp
qtkiosystem.cpp
scene.cpp
shape.cpp
skybox.cpp
texture.cpp
transform3D.cpp
)
qt6_add_big_resources(QTK_LIBRARY_SOURCES "${QTK_RESOURCES}/resources.qrc")
qt_add_library(qtk_library STATIC EXCLUDE_FROM_ALL)
target_sources(qtk_library PRIVATE ${QTK_LIBRARY_SOURCES})
target_sources(
qtk_library PUBLIC
FILE_SET HEADERS
BASE_DIRS $<BUILD_INTERFACE:${CMAKE_SOURCE_DIR}/src>
BASE_DIRS $<INSTALL_INTERFACE:${CMAKE_INSTALL_PREFIX}/include>
FILES ${QTK_LIBRARY_PUBLIC_HEADERS}
)
if(QTK_DEBUG)
target_compile_definitions(qtk_library PUBLIC QTK_DEBUG)
endif()
set_target_properties(
qtk_library PROPERTIES
VERSION ${PROJECT_VERSION}
)
target_link_libraries(
qtk_library PUBLIC
Qt6::Core Qt6::OpenGLWidgets Qt6::Widgets
)
if(QTK_UPDATE_SUBMODULES OR NOT ASSIMP_NEW_INTERFACE)
target_link_libraries(qtk_library PUBLIC assimp)
elseif(ASSIMP_NEW_INTERFACE)
target_link_libraries(qtk_library PUBLIC assimp::assimp)
endif()
if(WIN32)
target_link_libraries(qtk_library PUBLIC OpenGL::GL)
endif()

View File

@@ -1,24 +1,27 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Fly camera class from tutorials followed at trentreed.net ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <camera3d.h>
#include "camera3d.h"
using namespace Qtk;
/*******************************************************************************
* Static Public Constants
******************************************************************************/
const QVector3D Camera3D::LocalForward(0.0f, 0.0f, -1.0f);
const QVector3D Camera3D::LocalUp(0.0f, 1.0f, 0.0f);
const QVector3D Camera3D::LocalRight(1.0f, 0.0f, 0.0f);
/*******************************************************************************
* Accessors
* Public Methods
******************************************************************************/
// Produces worldToView matrix
const QMatrix4x4 & Camera3D::toMatrix() {
mWorld.setToIdentity();
// Qt6 renamed QMatrix4x4::conjugate() to conjugated()

View File

@@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Fly camera class from tutorials followed at trentreed.net ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@@ -11,14 +11,14 @@
#include <QDebug>
#include <qtkapi.h>
#include <transform3D.h>
#include "qtkapi.h"
#include "transform3D.h"
namespace Qtk {
class QTKAPI Camera3D {
public:
/*************************************************************************
* Constants
* Static Public Constants
************************************************************************/
static const QVector3D LocalForward;
@@ -29,39 +29,56 @@ namespace Qtk {
* Accessors
************************************************************************/
/**
* @return Transform3D associated with this camera.
*/
inline Transform3D & getTransform() { return mTransform; }
/**
* @return Current translation of the camera as a QVector3D.
*/
[[nodiscard]] inline const QVector3D & getTranslation() const {
return mTransform.getTranslation();
}
/**
* @return Current rotation of this camera as a QQuaternion.
*/
[[nodiscard]] inline const QQuaternion & getRotation() const {
return mTransform.getRotation();
}
const QMatrix4x4 & toMatrix();
// Queries
[[nodiscard]] inline QVector3D forward() const {
/**
* @return QVector3D for the forward vector of the camera.
*/
[[nodiscard]] inline QVector3D getForward() const {
return mTransform.getRotation().rotatedVector(LocalForward);
}
[[nodiscard]] inline QVector3D right() const {
/**
* @return QVector3D for the right vector of the camera.
*/
[[nodiscard]] inline QVector3D getRight() const {
return mTransform.getRotation().rotatedVector(LocalRight);
}
[[nodiscard]] inline QVector3D up() const {
/**
* @return QVector3D for the up vector of the camera.
*/
[[nodiscard]] inline QVector3D getUp() const {
return mTransform.getRotation().rotatedVector(LocalUp);
}
private:
/*************************************************************************
* Private Members
* Public Methods
************************************************************************/
Transform3D mTransform;
QMatrix4x4 mWorld;
/**
* @return World To View matrix for this camera.
*/
const QMatrix4x4 & toMatrix();
private:
/*************************************************************************
* Private Methods
************************************************************************/
@@ -70,6 +87,13 @@ namespace Qtk {
friend QDataStream & operator<<(QDataStream & out, Camera3D & transform);
friend QDataStream & operator>>(QDataStream & in, Camera3D & transform);
#endif
/*************************************************************************
* Private Members
************************************************************************/
Transform3D mTransform;
QMatrix4x4 mWorld;
};
// Qt Streams

View File

@@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Input class from tutorials followed at trentreed.net ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@@ -11,13 +11,20 @@
#include <QCursor>
#include <input.h>
#include "input.h"
using namespace Qtk;
/*******************************************************************************
* Static Helper Structs
******************************************************************************/
/**
* Struct to hold key input state. When a key is pressed we construct this and
* store it within a KeyContainer (or ButtonContainer for mouse buttons).
*
* @tparam T Qt::Key or Qt::MouseButton input type for this instance.
*/
template <typename T> struct InputInstance : std::pair<T, Input::InputState> {
typedef std::pair<T, Input::InputState> base_class;
@@ -28,6 +35,7 @@ template <typename T> struct InputInstance : std::pair<T, Input::InputState> {
inline InputInstance(T value, Input::InputState state) :
base_class(value, state) {}
// Allows use of std::find to search for a key's InputInstance
inline bool operator==(const InputInstance & rhs) const {
return this->first == rhs.first;
}
@@ -53,14 +61,44 @@ static QPoint sg_mouseDelta;
* Static Inline Helper Functions
******************************************************************************/
/**
* Search for the InputInstance of a key.
*
* @param value The key to search for.
* @return Iterator to the found element or the end iterator if not found.
*/
static inline KeyContainer::iterator FindKey(Qt::Key value) {
return std::find(sg_keyInstances.begin(), sg_keyInstances.end(), value);
}
/**
* Search for the InputInstance of a mouse button.
*
* @param value The mouse button to search for.
* @return Iterator to the found element or the end iterator if not found.
*/
static inline ButtonContainer::iterator FindButton(Qt::MouseButton value) {
return std::find(sg_buttonInstances.begin(), sg_buttonInstances.end(), value);
}
/**
* Check an InputInstance for the InputReleased state.
*
* @tparam TPair KeyInstance or ButtonInstance
* @param instance Instance to check for InputReleased state.
* @return True if the InputInstance is in the released state.
*/
template <typename TPair>
static inline bool CheckReleased(const TPair & instance) {
return instance.second == Input::InputReleased;
}
/**
* Updates an InputInstance and applies transitions if needed.
*
* @tparam TPair KeyInstance or ButtonInstance.
* @param instance The InputInstance to update.
*/
template <typename TPair> static inline void UpdateStates(TPair & instance) {
switch(instance.second) {
case Input::InputRegistered:
@@ -77,11 +115,12 @@ template <typename TPair> static inline void UpdateStates(TPair & instance) {
}
}
template <typename TPair>
static inline bool CheckReleased(const TPair & instance) {
return instance.second == Input::InputReleased;
}
/**
* Updates InputInstance containers to track input state.
*
* @tparam Container The type of container, KeyContainer or ButtonContainer.
* @param container The InputInstance container to update.
*/
template <typename Container> static inline void Update(Container & container) {
typedef typename Container::iterator Iter;
typedef typename Container::value_type TPair;
@@ -96,27 +135,9 @@ template <typename Container> static inline void Update(Container & container) {
}
/*******************************************************************************
* Input Implementation
* Static Public Methods
******************************************************************************/
Input::InputState Input::keyState(Qt::Key k) {
auto it = FindKey(k);
return (it != sg_keyInstances.end()) ? it->second : InputInvalid;
}
Input::InputState Input::buttonState(Qt::MouseButton k) {
auto it = FindButton(k);
return (it != sg_buttonInstances.end()) ? it->second : InputInvalid;
}
QPoint Input::mousePosition() {
return QCursor::pos();
}
QPoint Input::mouseDelta() {
return sg_mouseDelta;
}
void Input::update() {
// Update Mouse Delta
sg_mousePrevPosition = sg_mouseCurrPosition;
@@ -160,3 +181,21 @@ void Input::reset() {
sg_keyInstances.clear();
sg_buttonInstances.clear();
}
Input::InputState Input::keyState(Qt::Key k) {
auto it = FindKey(k);
return (it != sg_keyInstances.end()) ? it->second : InputInvalid;
}
Input::InputState Input::buttonState(Qt::MouseButton k) {
auto it = FindButton(k);
return (it != sg_buttonInstances.end()) ? it->second : InputInvalid;
}
QPoint Input::mousePosition() {
return QCursor::pos();
}
QPoint Input::mouseDelta() {
return sg_mouseDelta;
}

155
src/qtk/input.h Normal file
View File

@@ -0,0 +1,155 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Input class from tutorials followed at trentreed.net ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTOPENGL_INPUT_H
#define QTOPENGL_INPUT_H
#include <QPoint>
#include <Qt>
#include "qtkapi.h"
namespace Qtk {
class QTKAPI Input {
public:
/*************************************************************************
* Typedefs
************************************************************************/
/**
* Possible key states. See UpdateStates for state transitions.
*
* When a key is pressed we enter states Registered->Triggered->Pressed.
* InputTriggered state will be met only once if a key is pressed or held.
* While a key is held down the state is InputPressed.
*
* When a key is released we enter InputUnregistered->InputReleased
* When an active InputInstance for a key has this state it is removed.
*/
enum InputState {
InputInvalid,
InputRegistered, // Initial state. Transitions to InputTriggered
InputUnregistered, // Transition to InputReleased
InputTriggered, // Transition to InputPressed
InputPressed, // State of a key while it is held down.
InputReleased // Released keys are removed from state containers.
};
/*************************************************************************
* Public Methods
************************************************************************/
//
// State updating.
/**
* Update state for all mouse button and key instances.
*/
static void update();
/**
* @param key Key to set InputRegistered state.
*/
static void registerKeyPress(int key);
/**
* @param key Key to set InputReleased state.
*/
static void registerKeyRelease(int key);
/**
* @param button Mouse button to set InputRegistered state.
*/
static void registerMousePress(Qt::MouseButton button);
/**
* @param button Mouse button to set InputReleased state.
*/
static void registerMouseRelease(Qt::MouseButton button);
/**
* Reset input state for all key and mouse buttons.
*/
static void reset();
//
// State Checking.
/**
* @param key Key to check state.
* @return True if the key is in InputTriggered state.
*/
inline static bool keyTriggered(Qt::Key key) {
return keyState(key) == InputTriggered;
}
/**
* @param key Key to check state.
* @return True if the key is in InputPressed state.
*/
inline static bool keyPressed(Qt::Key key) {
return keyState(key) == InputPressed;
}
/**
* @param key Key to check state.
* @return True if the key is in InputReleased state.
*/
inline static bool keyReleased(Qt::Key key) {
return keyState(key) == InputReleased;
}
/**
* @param button Mouse button to check state.
* @return True if the key is in InputTriggered state.
*/
inline static bool buttonTriggered(Qt::MouseButton button) {
return buttonState(button) == InputTriggered;
}
/**
* @param button Mouse button to check state.
* @return True if the key is in InputPressed state.
*/
inline static bool buttonPressed(Qt::MouseButton button) {
return buttonState(button) == InputPressed;
}
/**
* @param button Mouse button to check state.
* @return True if the key is in InputReleased state.
*/
inline static bool buttonReleased(Qt::MouseButton button) {
return buttonState(button) == InputReleased;
}
/**
* @param key The key to check InputState.
* @return The current InputState for the given key.
*/
static InputState keyState(Qt::Key key);
/**
* @param button The mouse button to check InputState.
* @return The current InputState for the mouse button.
*/
static InputState buttonState(Qt::MouseButton button);
/**
* @return QPoint representing the mouse position within the widget.
*/
static QPoint mousePosition();
/**
* @return Delta movement of mouse from previous to current position.
*/
static QPoint mouseDelta();
};
} // namespace Qtk
#endif // QTOPENGL_INPUT_H

View File

@@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: MeshRenderer class for quick object creation and drawing ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@@ -8,41 +8,41 @@
#include <QImageReader>
#include <meshrenderer.h>
#include <scene.h>
#include <texture.h>
#include "meshrenderer.h"
#include "scene.h"
#include "texture.h"
using namespace Qtk;
// Static QHash that holds all MeshRenderer instances using their mName as keys
Qtk::MeshRenderer::MeshManager Qtk::MeshRenderer::sInstances;
/*******************************************************************************
* Constructors / Destructors
******************************************************************************/
MeshRenderer::MeshRenderer(
const char * name, Vertices vertices, Indices indices, DrawMode mode) :
MeshRenderer(
name, ShapeBase(mode, std::move(vertices), std::move(indices))) {}
MeshRenderer::MeshRenderer(const char * name) :
MeshRenderer(name, Cube(QTK_DRAW_ELEMENTS)) {}
MeshRenderer::MeshRenderer(const char * name, const ShapeBase & shape) :
Object(name, shape), mVertexShader(":/multi-color.vert"),
mFragmentShader(":/multi-color.frag"), mDrawType(GL_TRIANGLES) {
Object(name, shape, QTK_MESH), mVertexShader(":/shaders/multi-color.vert"),
mFragmentShader(":/shaders/multi-color.frag"), mDrawType(GL_TRIANGLES) {
mShape = Shape(shape);
init();
sInstances.insert(name, this);
}
MeshRenderer::~MeshRenderer() {
sInstances.remove(mName);
}
// Static member function to retrieve instances of MeshRenderers
MeshRenderer * MeshRenderer::getInstance(const QString & name) {
if(!sInstances.contains(name)) {
#if QTK_DEBUG
qDebug() << "Attempt to access MeshRenderer instance that does not exist! ("
<< qPrintable(name) << ")\n";
#endif
return nullptr;
}
return sInstances[name];
sInstances.remove(mName.c_str());
}
/*******************************************************************************
* Public Member Functions
* Public Methods
******************************************************************************/
void MeshRenderer::init() {
@@ -123,33 +123,11 @@ void MeshRenderer::draw() {
releaseShaders();
}
void MeshRenderer::setShaders(
const std::string & vert, const std::string & frag) {
mVertexShader = vert;
mFragmentShader = frag;
init();
}
void MeshRenderer::setUniformMVP(
const char * model, const char * view, const char * projection) {
void MeshRenderer::enableAttributeArray(int location) {
ShaderBindScope lock(&mProgram, mBound);
mProgram.setUniformValue(projection, Scene::getProjectionMatrix());
mProgram.setUniformValue(view, Scene::getViewMatrix());
mProgram.setUniformValue(model, mTransform.toMatrix());
}
void MeshRenderer::setColor(const QVector3D & color) {
if(mShape.mColors.empty()) {
for(const auto & vertex : mShape.getVertices()) {
mShape.mColors.push_back(color);
}
} else {
for(int i = 0; i < mShape.getColors().size(); i++) {
mShape.mColors[i] = color;
}
}
// TODO: Factor this out so we don't need to reinitialize
init();
mVAO.bind();
mProgram.enableAttributeArray(location);
mVAO.release();
}
void MeshRenderer::reallocateTexCoords(const TexCoords & t, unsigned dims) {
@@ -185,11 +163,60 @@ void MeshRenderer::reallocateNormals(const Normals & n, unsigned dims) {
mVAO.release();
}
/*******************************************************************************
* Inherited Virtual Member Functions
******************************************************************************/
void MeshRenderer::setShaders(
const std::string & vert, const std::string & frag) {
mVertexShader = vert;
mFragmentShader = frag;
init();
}
void MeshRenderer::setUniformMVP(
const char * model, const char * view, const char * projection) {
ShaderBindScope lock(&mProgram, mBound);
mProgram.setUniformValue(projection, Scene::getProjectionMatrix());
mProgram.setUniformValue(view, Scene::getViewMatrix());
mProgram.setUniformValue(model, mTransform.toMatrix());
}
void MeshRenderer::setShape(const Shape & value) {
Object::setShape(value);
init();
}
void MeshRenderer::setColor(const QVector3D & color) {
if(mShape.mColors.empty()) {
for(const auto & vertex : mShape.getVertices()) {
mShape.mColors.push_back(color);
}
} else {
for(int i = 0; i < mShape.getColors().size(); i++) {
mShape.mColors[i] = color;
}
}
// TODO: Factor this out so we don't need to reinitialize
init();
}
void MeshRenderer::setAttributeBuffer(
int location, GLenum type, int offset, int tupleSize, int stride) {
ShaderBindScope lock(&mProgram, mBound);
mVAO.bind();
mProgram.setAttributeBuffer(location, type, offset, tupleSize, stride);
mVAO.release();
}
/*******************************************************************************
* Static Public Methods
******************************************************************************/
// Static member function to retrieve instances of MeshRenderers
MeshRenderer * MeshRenderer::getInstance(const QString & name) {
if(!sInstances.contains(name)) {
#if QTK_DEBUG
qDebug() << "Attempt to access MeshRenderer instance that does not exist! ("
<< qPrintable(name) << ")\n";
#endif
return nullptr;
}
return sInstances[name];
}

226
src/qtk/meshrenderer.h Normal file
View File

@@ -0,0 +1,226 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: MeshRenderer class for quick object creation and drawing ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_MESHRENDERER_H
#define QTK_MESHRENDERER_H
#include <utility>
#include "object.h"
#include "qtkapi.h"
#include "shape.h"
namespace Qtk {
class QTKAPI MeshRenderer : public Object {
public:
/*************************************************************************
* Typedefs
************************************************************************/
/** Static QHash of all mesh objects within the scene. */
typedef QHash<QString, MeshRenderer *> MeshManager;
/*************************************************************************
* Constructors / Destructors
************************************************************************/
/**
* Delegate constructor.
* Constructs a MeshRenderer with custom vertices and indices for more
* complex geometry.
*
* @param name Name to use for the new QObject.
* @param vertices Vertices to use for initializing geometry shape.
* @param indices Indicess to use for initializes geometry shape.
* @param mode OpenGL draw mode. Supported modes are prefixed with QTK_*
*/
MeshRenderer(
const char * name, Vertices vertices, Indices indices,
DrawMode mode = QTK_DRAW_ARRAYS);
/**
* Delegate constructor.
* Constructs a MeshRenderer with a default shape of a cube.
*
* @param name Name to use for the new QObject.
*/
explicit MeshRenderer(const char * name);
/**
* Construct a MeshRenderer.
* Default shaders will be used unless subsequently set by the caller.
*
* @param name Name to use for the new QObject.
* @param shape The shape of the MeshRenderer.
* For models this can be set using ShapeBase ctors.
*/
MeshRenderer(const char * name, const ShapeBase & shape);
~MeshRenderer();
/*************************************************************************
* Public Methods
************************************************************************/
/**
* Initializes OpenGL buffers and settings for this MeshRenderer.
*/
void init();
/**
* Draws this MeshRenderer.
*/
void draw();
/**
* Enables shader attribute array from the MeshRenderer's VAO.
* @param location Index location of the attribute array to enable.
*/
void enableAttributeArray(int location);
/**
* Reallocates texture coordinates to the mNBO member object.
*
* @param t Texture coordinates to reallocate.
* @param dims Number of dimensions to use for the coordinates.
*/
void reallocateTexCoords(const TexCoords & t, unsigned dims = 2);
/**
* Reallocates normals to the mNBO member object.
*
* @param n Normal coordinate to reallocate.
* @param dims Number of dimensions to use for the coordinates.
*/
void reallocateNormals(const Normals & n, unsigned dims = 3);
/*************************************************************************
* Setters
************************************************************************/
/**
* Set OpenGL draw type. GL_TRIANGLES, GL_POINTS, GL_LINES, etc.
*
* @param drawType The draw type to use for this MeshRenderer.
*/
inline void setDrawType(int drawType) { mDrawType = drawType; }
/**
* @param vert Path to vertex shader to use for this MeshRenderer.
*/
inline void setShaderVertex(const std::string & vert) {
mVertexShader = vert;
}
/**
* @param frag Path to fragment shader to use for this MeshRenderer.
*/
inline void setShaderFragment(const std::string & frag) {
mFragmentShader = frag;
}
/**
* @param vert Path to vertex shader to use for this MeshRenderer.
* @param frag Path to fragment shader to use for this MeshRenderer.
*/
void setShaders(const std::string & vert, const std::string & frag);
/**
* @tparam T Type of the uniform value to set.
* @param location Index location of the uniform value we are setting.
* @param value The value to use for the uniform.
*/
template <typename T> inline void setUniform(int location, T value) {
ShaderBindScope lock(&mProgram, mBound);
mProgram.setUniformValue(location, value);
}
/**
* @tparam T Type of the uniform value to set.
* @param location Name of the uniform value we are setting.
* @param value The value to use for the uniform.
*/
template <typename T>
inline void setUniform(const char * location, T value) {
ShaderBindScope lock(&mProgram, mBound);
mProgram.setUniformValue(location, value);
}
/**
* Sets the MVP matrices for this object within the scene.
* Model matrix is provided by this model's transform.
* View and Projection matrices are provided by the scene.
*
* @param model Name of the uniform to store the Model matrix.
* @param view Name of the uniform to store the View matrix.
* @param projection Name of the uniform to store the Projection matrix.
*/
void setUniformMVP(
const char * model = "uModel", const char * view = "uView",
const char * projection = "uProjection");
/**
* Sets the shape of the MeshRenderer using the Object base class method.
* The MeshRenderer will be reinitialized after this call using `init()`.
*
* @param value Shape to use for this MeshRenderer.
*/
void setShape(const Shape & value) override;
/**
* Sets all vertices in the mesh to a color.
* The MeshRenderer will be reinitialized after this call using `init()`.
*
* @param color The color to use for the entire mesh.
*/
void setColor(const QVector3D & color);
/**
* Updates an attribute buffer. This should be called whenever related
* buffers are reallocated. If the new buffer uses an identical format
* this may not be required.
*
* @param location Index location of the attribute buffer to set.
* @param type The type of the values within the attribute buffer.
* @param offset Offset to the beginning of the buffer.
* @param tupleSize Size of each group of elements in the buffer.
* For (x, y) positions this would be 2, (x, y, z) would be 3, etc.
* @param stride Stride between groups of elements in the buffer.
* For example (x, y) data stride is `2 * sizeof(type)`
*/
void setAttributeBuffer(
int location, GLenum type, int offset, int tupleSize, int stride = 0);
/*************************************************************************
* Accessors
************************************************************************/
/**
* Retrieve a mesh by name stored within static QHash private member
* @param name The name of the MeshRenderer we want to retrieve.
* @return Pointer to the MeshRenderer, or nullptr if not found.
*/
static MeshRenderer * getInstance(const QString & name);
/**
* @return Transform3D attached to this MeshRenderer.
*/
inline Transform3D & getTransform() { return mTransform; }
private:
/*************************************************************************
* Private Members
************************************************************************/
static MeshManager sInstances;
int mDrawType {};
std::string mVertexShader {}, mFragmentShader {};
};
} // namespace Qtk
#endif // QTK_MESHRENDERER_H

View File

@@ -1,160 +1,37 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Model classes for importing with Assimp ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Model class for importing with Assimp ##
## From following tutorials on learnopengl.com ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <QFileInfo>
#include <model.h>
#include <resourcemanager.h>
#include <scene.h>
#include <texture.h>
#include "model.h"
#include "qtkiosystem.h"
#include "scene.h"
#include "texture.h"
using namespace Qtk;
/** Static QHash used to store and access models globally. */
Model::ModelManager Model::mManager;
// Static function to access ModelManager for getting Models by name
Model * Model::getInstance(const char * name) {
return mManager[name];
}
/*******************************************************************************
* ModelMesh Private Member Functions
******************************************************************************/
void ModelMesh::initMesh(const char * vert, const char * frag) {
initializeOpenGLFunctions();
// Create VAO, VBO, EBO
mVAO->create();
mVBO->create();
mEBO->create();
mVAO->bind();
// Allocate VBO
mVBO->setUsagePattern(QOpenGLBuffer::StaticDraw);
mVBO->bind();
mVBO->allocate(mVertices.data(), mVertices.size() * sizeof(mVertices[0]));
// Allocate EBO
mEBO->setUsagePattern(QOpenGLBuffer::StaticDraw);
mEBO->bind();
mEBO->allocate(mIndices.data(), mIndices.size() * sizeof(mIndices[0]));
mEBO->release();
// Load and link shaders
mProgram->addShaderFromSourceFile(QOpenGLShader::Vertex, vert);
mProgram->addShaderFromSourceFile(QOpenGLShader::Fragment, frag);
mProgram->link();
mProgram->bind();
// Positions
mProgram->enableAttributeArray(0);
mProgram->setAttributeBuffer(
0, GL_FLOAT, offsetof(ModelVertex, mPosition), 3, sizeof(ModelVertex));
// Normals
mProgram->enableAttributeArray(1);
mProgram->setAttributeBuffer(
1, GL_FLOAT, offsetof(ModelVertex, mNormal), 3, sizeof(ModelVertex));
// Texture Coordinates
mProgram->enableAttributeArray(2);
mProgram->setAttributeBuffer(
2, GL_FLOAT, offsetof(ModelVertex, mTextureCoord), 2,
sizeof(ModelVertex));
// Vertex tangents
mProgram->enableAttributeArray(3);
mProgram->setAttributeBuffer(
3, GL_FLOAT, offsetof(ModelVertex, mTangent), 3, sizeof(ModelVertex));
// Vertex bitangents
mProgram->enableAttributeArray(4);
mProgram->setAttributeBuffer(
4, GL_FLOAT, offsetof(ModelVertex, mBitangent), 3, sizeof(ModelVertex));
mProgram->release();
mVBO->release();
mVAO->release();
}
/*******************************************************************************
* ModelMesh Public Member Functions
******************************************************************************/
void ModelMesh::draw(QOpenGLShaderProgram & shader) {
mVAO->bind();
// Bind shader
shader.bind();
// Set Model View Projection values
shader.setUniformValue("uModel", mTransform.toMatrix());
shader.setUniformValue("uView", Scene::getViewMatrix());
shader.setUniformValue("uProjection", Scene::getProjectionMatrix());
GLuint diffuseCount = 1;
GLuint specularCount = 1;
GLuint normalCount = 1;
for(GLuint i = 0; i < mTextures.size(); i++) {
// Activate the current texture index by adding offset to GL_TEXTURE0
glActiveTexture(GL_TEXTURE0 + i);
mTextures[i].mTexture->bind();
// Get a name for the texture using a known convention -
// Diffuse: material.texture_diffuse1, material.texture_diffuse2, ...
// Specular: material.texture_specular1, material.texture_specular2, ...
std::string number;
std::string name = mTextures[i].mType;
if(name == "texture_diffuse") {
number = std::to_string(diffuseCount++);
}
if(name == "texture_specular") {
number = std::to_string(specularCount++);
}
if(name == "texture_normal") {
number = std::to_string(normalCount++);
}
// Set the uniform to track this texture ID using our naming convention
shader.setUniformValue((name + number).c_str(), i);
}
// Draw the mesh
glDrawElements(
GL_TRIANGLES, mIndices.size(), GL_UNSIGNED_INT, mIndices.data());
// Release shader, textures
for(const auto & texture : mTextures) {
texture.mTexture->release();
}
shader.release();
mVAO->release();
glActiveTexture(GL_TEXTURE0);
}
/*******************************************************************************
* Model Public Member Functions
* Public Member Functions
******************************************************************************/
void Model::draw() {
for(auto & mMeshe : mMeshes) {
mMeshe.mTransform = mTransform;
mMeshe.draw();
for(auto & mesh : mMeshes) {
mesh.mTransform = mTransform;
mesh.draw();
}
}
void Model::draw(QOpenGLShaderProgram & shader) {
for(auto & mMeshe : mMeshes) {
mMeshe.mTransform = mTransform;
mMeshe.draw(shader);
for(auto & mesh : mMeshes) {
mesh.mTransform = mTransform;
mesh.draw(shader);
}
}
@@ -176,34 +53,38 @@ void Model::flipTexture(const std::string & fileName, bool flipX, bool flipY) {
}
}
// Static function to access ModelManager for getting Models by name
Model * Qtk::Model::getInstance(const char * name) {
return mManager[name];
}
/*******************************************************************************
* Model Private Member Functions
* Private Member Functions
******************************************************************************/
void Model::loadModel(const std::string & path) {
Assimp::Importer import;
// JIC a relative path was used, get the absolute file path
QFileInfo info(path.c_str());
info.makeAbsolute();
mDirectory = path[0] == ':' ? RM::getPath(path)
: info.absoluteFilePath().toStdString();
// If using a Qt Resource path, use QtkIOSystem for file handling.
if(path.front() == ':') {
import.SetIOHandler(new QtkIOSystem());
}
// Used as base path for loading model textures.
mDirectory = path.substr(0, path.find_last_of('/'));
// Import the model, converting non-triangular geometry to triangles
// + And flipping texture UVs, etc..
// Assimp options: http://assimp.sourceforge.net/lib_html/postprocess_8h.html
const aiScene * scene = import.ReadFile(
mDirectory, aiProcess_Triangulate | aiProcess_FlipUVs
| aiProcess_GenSmoothNormals | aiProcess_CalcTangentSpace
| aiProcess_OptimizeMeshes | aiProcess_SplitLargeMeshes);
path.c_str(), aiProcess_Triangulate | aiProcess_FlipUVs
| aiProcess_GenSmoothNormals
| aiProcess_CalcTangentSpace | aiProcess_OptimizeMeshes
| aiProcess_SplitLargeMeshes);
// If there were errors, print and return
if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {
qDebug() << "Error::ASSIMP::" << import.GetErrorString() << "\n";
return;
}
// If there were no errors, find the directory that contains this model
mDirectory = mDirectory.substr(0, mDirectory.find_last_of('/'));
// Pass the pointers to the root node and the scene to recursive function
// + Base case breaks when no nodes left to process on model
@@ -212,10 +93,10 @@ void Model::loadModel(const std::string & path) {
// Sort models by their distance from the camera
// Optimizes drawing so that overlapping objects are not overwritten
// + Since the topmost object will be drawn first
sortModels();
sortModelMeshes();
// Object finished loading, insert it into ModelManager
mManager.insert(mName, this);
mManager.insert(getName().c_str(), this);
}
void Model::processNode(aiNode * node, const aiScene * scene) {
@@ -300,7 +181,6 @@ ModelMesh Model::processMesh(aiMesh * mesh, const aiScene * scene) {
if(mesh->mMaterialIndex >= 0) {
// Get the material attached to the model using Assimp
aiMaterial * material = scene->mMaterials[mesh->mMaterialIndex];
// Get all diffuse textures from the material
ModelMesh::Textures diffuseMaps = loadMaterialTextures(
material, aiTextureType_DIFFUSE, "texture_diffuse");
@@ -320,7 +200,9 @@ ModelMesh Model::processMesh(aiMesh * mesh, const aiScene * scene) {
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
}
return {vertices, indices, textures, mVertexShader, mFragmentShader};
return {
vertices, indices, textures, mVertexShader.c_str(),
mFragmentShader.c_str()};
}
ModelMesh::Textures Model::loadMaterialTextures(
@@ -364,7 +246,7 @@ ModelMesh::Textures Model::loadMaterialTextures(
return textures;
}
void Model::sortModels() {
void Model::sortModelMeshes() {
auto cameraPos = Scene::getCamera().getTransform();
auto cameraDistance = [&cameraPos](const ModelMesh & a, const ModelMesh & b) {
// Sort by the first vertex position in the model

204
src/qtk/model.h Normal file
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@@ -0,0 +1,204 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Model class for importing with Assimp ##
## From following tutorials on learnopengl.com ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_MODEL_H
#define QTK_MODEL_H
// Qt
#include <QOpenGLFunctions>
// Assimp
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
// Qtk
#include "modelmesh.h"
#include "qtkapi.h"
namespace Qtk {
/**
* Model object that has a ModelMesh.
* Top-level object that represents 3D models stored within a scene.
*/
class QTKAPI Model : public Object {
public:
/*************************************************************************
* Typedefs
************************************************************************/
/** ModelManager typedef that will manage global model access. */
typedef QHash<QString, Model *> ModelManager;
/*************************************************************************
* Constructors, Destructors
************************************************************************/
/**
* Constructs a Model
* If no shaders are provided we will use default shaders.
*
* @param name Name to use for the Model's objectName.
* @param path Path to the model to load for construction.
* @param vertexShader Optional path to custom vertex shader.
* @param fragmentShader Optional path to custom fragment shader.
*/
inline Model(
const char * name, const char * path,
const char * vertexShader = ":/shaders/model-basic.vert",
const char * fragmentShader = ":/shaders/model-basic.frag") :
Object(name, QTK_MODEL),
mModelPath(path), mVertexShader(vertexShader),
mFragmentShader(fragmentShader) {
loadModel(mModelPath);
}
inline ~Model() override { mManager.remove(getName().c_str()); }
/*************************************************************************
* Public Methods
************************************************************************/
/**
* Draws the model using attached shader program.
*/
void draw();
/**
* Draws the model using a custom shader program.
*
* @param shader Shader program to use to draw the model.
*/
void draw(QOpenGLShaderProgram & shader);
/**
* Flip a texture associated with this model
*
* @param fileName The name of the texture to flip as it is stored on disk
* @param flipX Flip the texture along the X axis
* @param flipY Flip the texture along the Y axis
*/
void flipTexture(
const std::string & fileName, bool flipX = false, bool flipY = true);
/*************************************************************************
* Setters
************************************************************************/
/**
* Sets a uniform value for each ModelMesh within this Model.
*
* @tparam T The type of the value we are settings
* @param location The uniform location
* @param value The value to assign to the uniform
*/
template <typename T>
inline void setUniform(const char * location, T value) {
for(auto & mesh : mMeshes) {
mesh.mProgram->bind();
mesh.mProgram->setUniformValue(location, value);
mesh.mProgram->release();
}
}
/*************************************************************************
* Accessors
************************************************************************/
/**
* Accessor function for retrieving a ModelMesh globally.
* The mesh is retrieved from the mManager private member.
*
* @param name The name of the model to load as it was constructed.
* @return Pointer to the model stored within the scene.
*/
[[nodiscard]] static Model * getInstance(const char * name);
/**
* @return Transform3D attached to this Model.
*/
inline Transform3D & getTransform() { return mTransform; }
private:
/*************************************************************************
* Private Methods
************************************************************************/
/**
* Loads a model in .obj, .fbx, .gltf, and other formats.
* For a full list of formats see assimp documentation:
* https://github.com/assimp/assimp/blob/master/doc/Fileformats.md
*
* Large models should not be loaded into Qt resource system.
* Instead pass an *absolute* path to this function.
* Relative paths will break if Qtk is executed from different locations.
*
* @param path Absolute path to a model in .obj or another format accepted
* by assimp.
*/
void loadModel(const std::string & path);
/**
* Process a node in the model's geometry using Assimp.
*
* @param node The Assimp node to process.
* @param scene The Assimp scene for the loaded model.
*/
void processNode(aiNode * node, const aiScene * scene);
/**
* Process a mesh within a node using Assimp.
*
* @param mesh The Assimp mesh to process.
* @param scene The Assimp scene for the loaded model.
* @return
*/
ModelMesh processMesh(aiMesh * mesh, const aiScene * scene);
/**
* Load a collection of material texture using Assimp.
* This function loads diffuse, specular, and narmal material textures.
* A Mesh may have many of any or all of the texture types above.
* Models can have many Meshes attached.
* This function returns all textures for a single Mesh within a Model.
*
* @param mat Loaded Assimp material.
* @param type Type of the material.
* @param typeName Texture type name in string format.
* @return Collection of all textures for a single ModelMesh.
*/
ModelMesh::Textures loadMaterialTextures(
aiMaterial * mat, aiTextureType type, const std::string & typeName);
/**
* Sorts each mesh in the Model based on distance from the camera.
* This is for efficient drawing in OpenGL by preventing the drawing of
* objects not visible due to being partially or entirely behind another
* object.
*/
void sortModelMeshes();
/*************************************************************************
* Private Members
************************************************************************/
/** Static QHash used to store and access models globally. */
static ModelManager mManager;
/** Container to store N loaded textures for this model. */
ModelMesh::Textures mTexturesLoaded {};
/** Container to store N loaded meshes for this model. */
std::vector<ModelMesh> mMeshes {};
/** The directory this model and it's textures are stored. */
std::string mDirectory {};
/** File names for shaders and 3D model on disk. */
std::string mVertexShader, mFragmentShader, mModelPath;
};
} // namespace Qtk
#endif // QTK_MODEL_H

129
src/qtk/modelmesh.cpp Normal file
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@@ -0,0 +1,129 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: ModelMesh class for importing 3D models with Assimp ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include "modelmesh.h"
#include "scene.h"
using namespace Qtk;
/*******************************************************************************
* Public Member Functions
******************************************************************************/
void ModelMesh::draw(QOpenGLShaderProgram & shader) {
mVAO->bind();
// Bind shader
shader.bind();
// Set Model View Projection values
shader.setUniformValue("uModel", mTransform.toMatrix());
shader.setUniformValue("uView", Scene::getViewMatrix());
shader.setUniformValue("uProjection", Scene::getProjectionMatrix());
GLuint diffuseCount = 1;
GLuint specularCount = 1;
GLuint normalCount = 1;
for(GLuint i = 0; i < mTextures.size(); i++) {
// Activate the current texture index by adding offset to GL_TEXTURE0
glActiveTexture(GL_TEXTURE0 + i);
mTextures[i].mTexture->bind();
// Get a name for the texture using a known convention -
// Diffuse: material.texture_diffuse1, material.texture_diffuse2, ...
// Specular: material.texture_specular1, material.texture_specular2, ...
std::string number;
std::string name = mTextures[i].mType;
if(name == "texture_diffuse") {
number = std::to_string(diffuseCount++);
}
if(name == "texture_specular") {
number = std::to_string(specularCount++);
}
if(name == "texture_normal") {
number = std::to_string(normalCount++);
}
// Set the uniform to track this texture ID using our naming convention
shader.setUniformValue((name + number).c_str(), i);
}
// Draw the mesh
glDrawElements(
GL_TRIANGLES, mIndices.size(), GL_UNSIGNED_INT, mIndices.data());
// Release shader, textures
for(const auto & texture : mTextures) {
texture.mTexture->release();
}
shader.release();
mVAO->release();
glActiveTexture(GL_TEXTURE0);
}
/*******************************************************************************
* Private Member Functions
******************************************************************************/
void ModelMesh::initMesh(const char * vert, const char * frag) {
initializeOpenGLFunctions();
// Create VAO, VBO, EBO
bool status = mVAO->create();
mVBO->create();
mEBO->create();
mVAO->bind();
// Allocate VBO
mVBO->setUsagePattern(QOpenGLBuffer::StaticDraw);
mVBO->bind();
mVBO->allocate(mVertices.data(), mVertices.size() * sizeof(mVertices[0]));
// Allocate EBO
mEBO->setUsagePattern(QOpenGLBuffer::StaticDraw);
mEBO->bind();
mEBO->allocate(mIndices.data(), mIndices.size() * sizeof(mIndices[0]));
mEBO->release();
// Load and link shaders
mProgram->addShaderFromSourceFile(QOpenGLShader::Vertex, vert);
mProgram->addShaderFromSourceFile(QOpenGLShader::Fragment, frag);
mProgram->link();
mProgram->bind();
// Positions
mProgram->enableAttributeArray(0);
mProgram->setAttributeBuffer(
0, GL_FLOAT, offsetof(ModelVertex, mPosition), 3, sizeof(ModelVertex));
// Normals
mProgram->enableAttributeArray(1);
mProgram->setAttributeBuffer(
1, GL_FLOAT, offsetof(ModelVertex, mNormal), 3, sizeof(ModelVertex));
// Texture Coordinates
mProgram->enableAttributeArray(2);
mProgram->setAttributeBuffer(
2, GL_FLOAT, offsetof(ModelVertex, mTextureCoord), 2,
sizeof(ModelVertex));
// Vertex tangents
mProgram->enableAttributeArray(3);
mProgram->setAttributeBuffer(
3, GL_FLOAT, offsetof(ModelVertex, mTangent), 3, sizeof(ModelVertex));
// Vertex bitangents
mProgram->enableAttributeArray(4);
mProgram->setAttributeBuffer(
4, GL_FLOAT, offsetof(ModelVertex, mBitangent), 3, sizeof(ModelVertex));
mProgram->release();
mVBO->release();
mVAO->release();
}

139
src/qtk/modelmesh.h Normal file
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@@ -0,0 +1,139 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: ModelMesh class for importing 3D models with Assimp ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_MODELMESH_H
#define QTK_MODELMESH_H
#include <QOpenGLFunctions>
#include "object.h"
#include "transform3D.h"
namespace Qtk {
/**
* 3D models will store this data for each vertex in geometry.
*/
struct QTKAPI ModelVertex {
QVector3D mPosition;
QVector3D mNormal;
QVector2D mTextureCoord;
QVector3D mTangent;
QVector3D mBitangent;
};
/**
* Struct to store model textures. 3D Models may have multiple.
*/
struct QTKAPI ModelTexture {
/** Texture ID for for this texture. */
GLuint mID {};
QOpenGLTexture * mTexture {};
/**
* Type of this texture in string format.
* See calls to Model::loadMaterialTexture in Model::processMesh
*/
std::string mType {};
/** Path to the model on disk. */
std::string mPath {};
};
class Model;
/**
* Mesh class specialized for storing 3D model data.
* Eventually this can be consolidated into a more generic class.
*/
class QTKAPI ModelMesh : protected QOpenGLFunctions {
public:
/*************************************************************************
* Typedefs
************************************************************************/
friend Model;
typedef std::vector<ModelVertex> Vertices;
typedef std::vector<GLuint> Indices;
typedef std::vector<ModelTexture> Textures;
/*************************************************************************
* Constructors, Destructors
************************************************************************/
/**
* Construct a ModelMesh.
* If no shaders are provided defaults will be used.
*
* @param vertices Vertex data to use for this ModelMesh.
* @param indices Index data to use for this ModelMesh.
* @param textures Collection of ModelTextures for this ModelMesh.
* @param vertexShader Path to vertex shader for this ModelMesh.
* @param fragmentShader Path to fragment shader for this ModelMesh.
*/
ModelMesh(
Vertices vertices, Indices indices, Textures textures,
const char * vertexShader = ":/model-basic.vert",
const char * fragmentShader = ":/model-basic.frag") :
mProgram(new QOpenGLShaderProgram),
mVAO(new QOpenGLVertexArrayObject),
mVBO(new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer)),
mEBO(new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer)),
mVertices(std::move(vertices)), mIndices(std::move(indices)),
mTextures(std::move(textures)) {
initMesh(vertexShader, fragmentShader);
}
~ModelMesh() = default;
/*************************************************************************
* Public Methods
************************************************************************/
/**
* Draw the model with the attached shader program.
*/
inline void draw() { draw(*mProgram); }
/**
* Draw the model with a custom shader program.
* @param shader The shader program to use for drawing the object.
*/
void draw(QOpenGLShaderProgram & shader);
/*************************************************************************
* Public Members
************************************************************************/
Vertices mVertices {};
Indices mIndices {};
Textures mTextures {};
Transform3D mTransform;
private:
/*************************************************************************
* Private Methods
************************************************************************/
/**
* Initializes the buffers and shaders for this model mesh.
*
* @param vert Path to vertex shader to use for this model.
* @param frag Path to fragment shader to use for this model.
*/
void initMesh(const char * vert, const char * frag);
/*************************************************************************
* Private Members
************************************************************************/
QOpenGLBuffer *mVBO, *mEBO;
QOpenGLVertexArrayObject * mVAO;
QOpenGLShaderProgram * mProgram;
};
} // namespace Qtk
#endif // QTK_MODELMESH_H

View File

@@ -1,11 +1,11 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Object class for storing object data ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <object.h>
#include "object.h"
using namespace Qtk;

View File

@@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Object class for storing object data ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@@ -13,11 +13,13 @@
#include <QOpenGLTexture>
#include <QOpenGLVertexArrayObject>
#include <mesh.h>
#include <qtkapi.h>
#include <texture.h>
#include "qtkapi.h"
#include "shape.h"
#include "texture.h"
namespace Qtk {
class Model;
/**
* Object base class for objects that can exist within a scene.
* An object could be a Cube, Skybox, 3D Model, or other standalone entities.
@@ -31,19 +33,32 @@ namespace Qtk {
************************************************************************/
friend MeshRenderer;
friend Model;
/**
* Enum flag to identify Object type without casting.
*/
enum Type { QTK_OBJECT, QTK_MESH, QTK_MODEL };
/*************************************************************************
* Constructors / Destructors
************************************************************************/
// Initialize an object with no shape data assigned
explicit Object(const char * name) :
mName(name), mVBO(QOpenGLBuffer::VertexBuffer), mBound(false) {}
explicit Object(const char * name, Type type) :
mName(name), mVBO(QOpenGLBuffer::VertexBuffer), mBound(false),
mType(type) {
initResources();
setObjectName(name);
}
// Initialize an object with shape data assigned
Object(const char * name, const ShapeBase & shape) :
Object(const char * name, const ShapeBase & shape, Type type) :
mName(name), mVBO(QOpenGLBuffer::VertexBuffer), mShape(shape),
mBound(false) {}
mBound(false), mType(type) {
initResources();
setObjectName(name);
}
~Object() override = default;
@@ -77,6 +92,10 @@ namespace Qtk {
return mShape.mVertices;
}
[[nodiscard]] inline std::string getName() const { return mName; }
[[nodiscard]] inline const Type & getType() const { return mType; }
/*************************************************************************
* Setters
************************************************************************/
@@ -141,8 +160,9 @@ namespace Qtk {
Transform3D mTransform;
Shape mShape;
Texture mTexture;
const char * mName;
std::string mName;
bool mBound;
Type mType = QTK_OBJECT;
};
} // namespace Qtk

62
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@@ -0,0 +1,62 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Main window for Qt6 OpenGL widget application ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_QTKAPI_H
#define QTK_QTKAPI_H
#include <QFile>
#include <QWidget>
#include <QtCore/QtGlobal>
#ifdef QTK_SHARED
#if defined(QTK_EXPORT)
#define QTKAPI Q_DECL_EXPORT
#else
#define QTKAPI Q_DECL_IMPORT
#endif
#else
#define QTKAPI
#endif
/**
* Initialize Qt resources required by the Qtk library.
* This cannot be defined within any namespace, but can be called by ctors.
* See object.h for example.
*/
inline void initResources() {
Q_INIT_RESOURCE(resources);
}
namespace Qtk {
/**
* Flag to set context for debug messages.
*/
enum DebugContext { Status, Debug, Warn, Error, Fatal };
/**
* Find top level parent for a widget.
*
* @param widget Widget to start the search from.
* @return Top level parent widget or Q_NULLPTR if no parent
*/
static QWidget * topLevelParent(QWidget * widget) {
QString name = widget->objectName();
while(widget->parentWidget() != Q_NULLPTR) {
widget = widget->parentWidget();
}
return widget;
}
/**
* @return Default icon to use for Qtk desktop application.
*/
static QIcon getIcon() {
return QIcon(":/icons/icon.png");
}
} // namespace Qtk
#endif // QTK_QTKAPI_H

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@@ -0,0 +1,82 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Custom IO stream for Qtk to support Qt Resource paths in Assimp ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include "qtkiostream.h"
using namespace Qtk;
/*******************************************************************************
* Constructors, Destructors
******************************************************************************/
QtkIOStream::QtkIOStream(const char * pFile, const char * pMode) :
mFile(pFile) {
QString mode(pMode);
bool read = mode.contains('r');
bool write = mode.contains('w');
if(read && write) {
mFile.open(QIODevice::ReadWrite);
} else if(read) {
mFile.open(QIODevice::ReadOnly);
} else if(write) {
mFile.open(QIODevice::WriteOnly);
} else {
qDebug() << "[Qtk::QtkIOStream] Invalid file open mode: " << mode << "\n";
}
}
/*******************************************************************************
* Public Member Functions
******************************************************************************/
size_t QtkIOStream::Read(void * pvBuffer, size_t pSize, size_t pCount) {
size_t read = 0;
do {
auto readSize = mFile.read((char *)pvBuffer + read, pSize);
if(readSize < 0) {
qDebug() << "[Qtk::QtkIOStream] Failed to read (" << pSize
<< ") bytes from file at: " << mFile.filesystemFileName().c_str()
<< "\n";
return -1;
}
read += readSize;
} while(pCount--);
return read;
}
size_t QtkIOStream::Write(const void * pvBuffer, size_t pSize, size_t pCount) {
size_t wrote = 0;
do {
auto writeSize = mFile.write((char *)pvBuffer + wrote, pSize);
if(writeSize < 0) {
qDebug() << "[Qtk::QtkIOStream] Failed to write buffer with size ("
<< pSize
<< ") to file at: " << mFile.filesystemFileName().c_str()
<< "\n";
return -1;
}
wrote += writeSize;
} while(pCount--);
return wrote;
}
aiReturn QtkIOStream::Seek(size_t pOffset, aiOrigin pOrigin) {
return mFile.seek(pOffset) ? aiReturn_SUCCESS : aiReturn_FAILURE;
}
size_t QtkIOStream::Tell() const {
return mFile.pos();
}
size_t QtkIOStream::FileSize() const {
return mFile.size();
}
void QtkIOStream::Flush() {
mFile.flush();
}

85
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@@ -0,0 +1,85 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Custom IO stream for Qtk to support Qt Resource paths in Assimp ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <QFile>
#include <QFileInfo>
#include <assimp/IOStream.hpp>
#include <assimp/IOSystem.hpp>
#ifndef QTK_QTKIOSTREAM_H
#define QTK_QTKIOSTREAM_H
namespace Qtk {
/**
* Custom Assimp IO stream to support QtkIOSystem file handling.
* Allows direct use of Qt Resource paths for loading models in Assimp.
*/
class QtkIOStream : public Assimp::IOStream {
friend class QtkIOSystem;
protected:
/** Constructor protected for private usage by QtkIOSystem */
QtkIOStream(const char * pFile, const char * pMode);
public:
~QtkIOStream() = default;
/**
* Reads data into pvBuffer in pCount batches of length pSize.
* The final pvBuffer will contain data read from all batches.
*
* @param pvBuffer Buffer to read data into.
* @param pSize Size in bytes for each read.
* @param pCount Number of reads to perform.
* @return Length of total bytes read into pvBuffer, or -1 on failure.
*/
size_t Read(void * pvBuffer, size_t pSize, size_t pCount) override;
/**
* Writes data from pvBuffer in pCount batches of length pSize.
* The final mFile member will contain all input data from pvBuffer.
*
* @param pvBuffer Buffer to write data from.
* @param pSize Size in bytes for each write.
* @param pCount Number of writes to perfom.
* @return Length of total bytes wrote into buffer, or -1 on failure.
*/
size_t Write(const void * pvBuffer, size_t pSize, size_t pCount) override;
/**
* Change the current read position in the mFile Qt resource.
*
* @param pOffset Offset position to set.
* @param pOrigin Origin position to use for relative offset.
* @return aiReturn_SUCCESS, or aiReturn_FAILURE on failure.
*/
aiReturn Seek(size_t pOffset, aiOrigin pOrigin) override;
/**
* @return The current position in mFile.
*/
[[nodiscard]] size_t Tell() const override;
/**
* @return The total size of mFile.
*/
[[nodiscard]] size_t FileSize() const override;
/**
* Flushes buffered data to mFile.
*/
void Flush() override;
private:
// Corresponding file for Qt Resource path.
QFile mFile;
};
} // namespace Qtk
#endif // QTK_QTKIOSTREAM_H

39
src/qtk/qtkiosystem.cpp Normal file
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@@ -0,0 +1,39 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Custom IO system for Qtk to support Qt Resource paths in Assimp ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include "qtkiosystem.h"
using namespace Qtk;
/*******************************************************************************
* Public Member Functions
******************************************************************************/
bool QtkIOSystem::Exists(const char * pFile) const {
return QFileInfo::exists(pFile);
}
char QtkIOSystem::getOsSeparator() const {
#ifndef _WIN32
return '/';
#else
return '\\';
#endif
}
Assimp::IOStream * QtkIOSystem::Open(const char * pFile, const char * pMode) {
if(!QFileInfo::exists(pFile)) {
qDebug() << "[Qtk::QtkIOSystem] failed to open file: " << pFile << "\n";
return nullptr;
}
return new QtkIOStream(pFile, pMode);
}
void QtkIOSystem::Close(Assimp::IOStream * pFile) {
delete pFile;
}

53
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@@ -0,0 +1,53 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Custom IO system for Qtk to support Qt Resource paths in Assimp ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <assimp/IOStream.hpp>
#include <assimp/IOSystem.hpp>
#include "qtkapi.h"
#include "qtkiostream.h"
#ifndef QTK_QTKIOSYSTEM_H
#define QTK_QTKIOSYSTEM_H
namespace Qtk {
/**
* Assimp IO system for loading models with assimp, using Qt Resource paths.
*/
class QtkIOSystem : public Assimp::IOSystem {
public:
QtkIOSystem() = default;
~QtkIOSystem() = default;
/**
* @param pFile File path to check.
* @return True if the file exists, else false.
*/
bool Exists(const char * pFile) const override;
/**
* @return Path separator for platform OS.
*/
[[nodiscard]] char getOsSeparator() const override;
/**
* @param pFile File to open for read / writing.
* @param pMode Mode to open file. See `man fopen`.
* @return QtkIOStream for the opened file.
*/
Assimp::IOStream * Open(
const char * pFile, const char * pMode = "rb") override;
/**
* @param pFile File to close.
*/
void Close(Assimp::IOStream * pFile) override;
};
} // namespace Qtk
#endif // QTK_QTKIOSYSTEM_H

93
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@@ -0,0 +1,93 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Classes for managing objects and data within a scene ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include "scene.h"
#include "camera3d.h"
using namespace Qtk;
Camera3D Scene::mCamera;
QMatrix4x4 Scene::mProjection;
/*******************************************************************************
* Constructors / Destructors
******************************************************************************/
Scene::Scene() : mSceneName("Default Scene") {
mCamera.getTransform().setTranslation(0.0f, 0.0f, 20.0f);
mCamera.getTransform().setRotation(-5.0f, 0.0f, 1.0f, 0.0f);
}
Scene::~Scene() {
for(auto & mesh : mMeshes) {
delete mesh;
}
for(auto & model : mModels) {
delete model;
}
delete mSkybox;
}
/*******************************************************************************
* Public Methods
******************************************************************************/
void Scene::draw() {
if(!mInit) {
initializeOpenGLFunctions();
init();
mInit = true;
}
if(mSkybox != Q_NULLPTR) {
mSkybox->draw();
}
for(auto & model : mModels) {
model->draw();
}
for(const auto & mesh : mMeshes) {
mesh->draw();
}
}
std::vector<Object *> Scene::getObjects() const {
// All scene objects must inherit from Qtk::Object.
std::vector<Object *> objects(mMeshes.begin(), mMeshes.end());
for(auto model : mModels) {
objects.push_back(dynamic_cast<Object *>(model));
if(objects.back() == nullptr) {
return {};
}
}
return objects;
}
Object * Scene::getObject(const QString & name) {
for(auto object : getObjects()) {
if(object->getName() == name.toStdString()) {
return object;
}
}
return Q_NULLPTR;
}
void Scene::setSkybox(Skybox * skybox) {
delete mSkybox;
mSkybox = skybox;
}
template <> MeshRenderer * Scene::addObject(MeshRenderer * object) {
mMeshes.push_back(object);
sceneUpdated(mSceneName);
return object;
}
template <> Model * Scene::addObject(Model * object) {
mModels.push_back(object);
sceneUpdated(mSceneName);
return object;
}

221
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@@ -0,0 +1,221 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Classes for managing objects and data within a scene ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_SCENE_H
#define QTK_SCENE_H
#include <QMatrix4x4>
#include <utility>
#include "camera3d.h"
#include "meshrenderer.h"
#include "model.h"
#include "skybox.h"
namespace Qtk {
/**
* An abstract Scene class to inherit from when building new scenes.
*
* This class provides the following objects to any inheriting scene:
* Skybox, Camera
* This class also provides containers for N instances of these objects:
* MeshRenderers, Models
*
* To inherit from this class and define our own scene we must:
*
* Override and define the `init()` virtual member function. If we want our
* scene to render using a Skybox, we should also initialize the mSkybox
* member within the overridden definition of `init()` using
* `Scene::setSkybox(...)`
*
* If the scene is to render any kind of movement we are required to override
* the `update()` virtual method.
*
* If the child scene adds any objects which are not managed (drawn) by this
* base class, the child scene class must also override the `draw()` method.
*/
class Scene : public QObject, protected QOpenGLFunctions {
Q_OBJECT
public:
/*************************************************************************
* Contructors / Destructors
************************************************************************/
Scene();
virtual ~Scene();
/*************************************************************************
* Public Methods
************************************************************************/
/**
* Initialize objects within the scene
*/
virtual void init() = 0;
/**
* Function called during OpenGL drawing event.
*
* This function is only called when the widget is redrawn.
*/
virtual void draw();
/**
* Function called to update the QOpenGLWidget. Does not trigger a redraw.
*
* Calling this several times will still result in only one repaint.
*/
virtual void update() {}
/*************************************************************************
* Accessors
************************************************************************/
/**
* @return All Qtk::Objects within the scene.
* If any object is invalid, we return an empty vector.
*/
[[nodiscard]] std::vector<Object *> getObjects() const;
/**
* Retrieve and object from the scene by it's objectName.
*
* @param name The objectName to look for within this scene.
* @return The found object or Q_NULLPTR if none found.
*/
[[nodiscard]] Object * getObject(const QString & name);
/**
* @return Camera attached to this scene.
*/
[[nodiscard]] inline static Camera3D & getCamera() { return mCamera; }
/**
* @return View matrix for the camera attached to this scene.
*/
[[nodiscard]] inline static QMatrix4x4 getViewMatrix() {
return mCamera.toMatrix();
}
/**
* @return Projection matrix for the current view into the scene.
*/
[[nodiscard]] inline static QMatrix4x4 & getProjectionMatrix() {
return mProjection;
}
/**
* @return The active skybox for this scene.
*/
[[nodiscard]] inline Skybox * getSkybox() { return mSkybox; }
/**
* @return The name for this scene. This is entirely user defined and not
* a Qt objectName.
*/
[[nodiscard]] inline QString getSceneName() const { return mSceneName; }
/**
* @return All MeshRenderers within the scene.
*/
[[nodiscard]] inline const std::vector<MeshRenderer *> & getMeshes()
const {
return mMeshes;
}
/**
* @return All Models within the scene.
*/
[[nodiscard]] inline const std::vector<Model *> & getModels() const {
return mModels;
}
/*************************************************************************
* Setters
************************************************************************/
/**
* @param skybox New skybox to use for this scene.
*/
void setSkybox(Skybox * skybox);
/**
* Adds objects to the scene.
* This template provides explicit specializations for valid types.
* Adding any object other than these types will cause errors.
* TODO: Refactor to use Object base class container for scene objects.
*
* If creating a new object type for a scene, it must inherit Qtk::Object
* and provide a specialization for this method.
*
* @param object The new object to add to the scene.
* @return The object added to the scene.
*/
template <typename T> T * addObject(T * object);
/**
* @param name The name to use for this scene.
*/
inline void setSceneName(QString name) { mSceneName = std::move(name); }
signals:
/**
* Signal thrown when the scene is modified by adding or removing objects.
* This can be caught by a main application to update any associated data.
*
* @param sceneName The scene that has been updated.
*/
void sceneUpdated(QString sceneName);
private:
/*************************************************************************
* Private Members
************************************************************************/
static Camera3D mCamera;
static QMatrix4x4 mProjection;
bool mInit = false;
QString mSceneName;
/* The skybox for this scene. */
Skybox * mSkybox {};
/* MeshRenderers used simple geometry. */
std::vector<MeshRenderer *> mMeshes {};
/* Models used for storing 3D models in the scene. */
std::vector<Model *> mModels {};
};
class SceneEmpty : public Scene {
public:
void init() override { setSceneName("Empty Scene"); }
void draw() override { Scene::draw(); }
void update() override { Scene::update(); }
};
class SceneInterface : public Scene {
public:
explicit SceneInterface(Scene * scene) : mScene(scene) {}
void init() override { mScene->init(); }
void draw() override { mScene->draw(); }
void update() override { mScene->update(); }
protected:
Scene * mScene;
};
} // namespace Qtk
#endif // QTK_SCENE_H

View File

@@ -1,12 +1,12 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Collection of static mesh data for quick initialization ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <mesh.h>
#include "shape.h"
using namespace Qtk;

View File

@@ -1,25 +1,21 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Collection of static mesh data for quick initialization ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_MESH_H
#define QTK_MESH_H
#ifndef QTK_SHAPE_H
#define QTK_SHAPE_H
#include <utility>
#include <QOpenGLWidget>
#include <QVector2D>
#include <QVector3D>
#include <utility>
#include <qtkapi.h>
#include <transform3D.h>
namespace Qtk {
class MeshRenderer;
class Object;
#include "qtkapi.h"
#include "transform3D.h"
// Define vertices for drawing a cube using two faces (8 vertex points)
// Front Vertices
@@ -62,7 +58,6 @@ namespace Qtk {
VECTOR_BACK, VECTOR_BACK, VECTOR_BACK
// clang-format on
// Colors using QVector3Ds as RGB values
#define WHITE VECTOR_ONE
#define BLACK VECTOR_ZERO
@@ -78,6 +73,11 @@ namespace Qtk {
#define UV_RIGHT QVector2D(0.0f, 1.0f)
#define UV_CORNER QVector2D(1.0f, 1.0f)
namespace Qtk {
class MeshRenderer;
class Object;
// TODO: Vertices.getData(); Vertices.getStride();
typedef std::vector<QVector3D> Vertices;
typedef std::vector<QVector3D> Colors;
@@ -105,6 +105,15 @@ namespace Qtk {
* Constructors / Destructors
************************************************************************/
/**
*
* @param mode OpenGL draw mode to use for this shape.
* @param v Vertex data for this shape.
* @param i Index data for this shape.
* @param c Color data for this shape.
* @param t Texture coordinates for this shape.
* @param n Normals for this shape.
*/
explicit ShapeBase(
DrawMode mode = QTK_DRAW_ARRAYS, Vertices v = {}, Indices i = {},
Colors c = {}, TexCoords t = {}, Normals n = {}) :
@@ -117,24 +126,42 @@ namespace Qtk {
* Accessors
************************************************************************/
/**
* @return Vertex data for this shape.
*/
[[nodiscard]] inline const Vertices & getVertices() const {
return mVertices;
}
/**
* @return Index data for this shape.
*/
[[nodiscard]] inline const Indices & getIndexData() const {
return mIndices;
}
/**
* @return Color data for this shape.
*/
[[nodiscard]] inline const Colors & getColors() const { return mColors; }
/**
* @return Texture coordinates for this shape.
*/
[[nodiscard]] inline const TexCoords & getTexCoords() const {
return mTexCoords;
}
/**
* @return Normals for this shape.
*/
[[nodiscard]] inline const Normals & getNormals() const {
return mNormals;
}
/**
* @return Stride for texture coordinates on this shape.
*/
[[nodiscard]] inline size_t getTexCoordsStride() const {
return mTexCoords.size() * sizeof(mTexCoords[0]);
}
@@ -145,7 +172,6 @@ namespace Qtk {
************************************************************************/
DrawMode mDrawMode;
Vertices mVertices {};
Colors mColors {};
Indices mIndices {};
@@ -160,6 +186,7 @@ namespace Qtk {
************************************************************************/
friend MeshRenderer;
friend Object;
/*************************************************************************
@@ -174,30 +201,45 @@ namespace Qtk {
* Setters
************************************************************************/
/**
* @param value Vertex data to use for this shape.
*/
virtual inline void setVertices(const Vertices & value) {
mVertices = value;
}
/**
* @param value Index data to use for this shape.
*/
virtual inline void setIndices(const Indices & value) {
mIndices = value;
}
/**
* @param value Color data to use for this shape.
*/
virtual inline void setColors(const Colors & value) { mColors = value; }
/**
* @param value Texture coordinates to use for this shape.
*/
virtual inline void setTexCoords(const TexCoords & value) {
mTexCoords = value;
}
/**
* @param value Normals to use for this shape.
*/
virtual inline void setNormals(const Normals & value) {
mNormals = value;
}
/**
* @param value Shape to copy into this Shape.
*/
virtual inline void setShape(const Shape & value) { *this = value; }
};
/* Primitives inherit from ShapeBase, doesn't allow setting shape values. */
class QTKAPI Mesh {};
/* Simple Cube shape. */
struct QTKAPI Cube : public ShapeBase {
explicit Cube(DrawMode mode = QTK_DRAW_ARRAYS);
@@ -209,4 +251,4 @@ namespace Qtk {
};
} // namespace Qtk
#endif // QTK_MESH_H
#endif // QTK_SHAPE_H

View File

@@ -1,17 +1,32 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Skybox class using QtOpenGL ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <scene.h>
#include <skybox.h>
#include <texture.h>
#include "skybox.h"
#include "scene.h"
#include "texture.h"
using namespace Qtk;
/*******************************************************************************
* Constructors / Destructors
******************************************************************************/
Skybox::Skybox(const std::string & name) :
Skybox(
":/textures/skybox/right.png", ":/textures/skybox/top.png",
":/textures/skybox/front.png", ":/textures/skybox/left.png",
":/textures/skybox/bottom.png", ":/textures/skybox/back.png", name) {}
Skybox::Skybox(QOpenGLTexture * cubeMap, const std::string & name) {
mTexture.setTexture(cubeMap);
init();
}
Skybox::Skybox(
const std::string & right, const std::string & top,
const std::string & front, const std::string & left,
@@ -27,16 +42,6 @@ Skybox::Skybox(
QImage(back.c_str()));
}
Skybox::Skybox(const std::string & name) :
Skybox(
":/right.png", ":/top.png", ":/front.png", ":/left.png", ":/bottom.png",
":/back.png", name) {}
Skybox::Skybox(QOpenGLTexture * cubeMap, const std::string & name) {
mTexture.setTexture(cubeMap);
init();
}
/*******************************************************************************
* Public Member Functions
******************************************************************************/
@@ -73,8 +78,10 @@ void Skybox::init() {
// Set up shader program
mProgram.create();
mProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/skybox.vert");
mProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/skybox.frag");
mProgram.addShaderFromSourceFile(
QOpenGLShader::Vertex, ":/shaders/skybox.vert");
mProgram.addShaderFromSourceFile(
QOpenGLShader::Fragment, ":/shaders/skybox.frag");
mProgram.link();
mProgram.bind();

View File

@@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Skybox class using QtOpenGL ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@@ -15,10 +15,10 @@
#include <QOpenGLTexture>
#include <QOpenGLVertexArrayObject>
#include <camera3d.h>
#include <mesh.h>
#include <qtkapi.h>
#include <texture.h>
#include "camera3d.h"
#include "qtkapi.h"
#include "shape.h"
#include "texture.h"
namespace Qtk {
/**
@@ -33,11 +33,35 @@ namespace Qtk {
************************************************************************/
// Delegate this constructor to use default skybox images
/**
* Construct Skybox using default images.
*
* @param name The objectName to use for the Skybox.
*/
explicit Skybox(const std::string & name = "Skybox");
/**
* Construct a skybox with an existing QOpenGLTexture.
* The texture should be a fully initialized cube map.
*
* @param cubeMap QOpenGLTexture to use for the new Skybox.
* @param name The objectName to use for the Skybox.
*/
explicit Skybox(
QOpenGLTexture * cubeMap, const std::string & name = "Skybox");
/**
* Construct a Skybox.
*
* @param right Image to use for the right side of the Skybox.
* @param top Image to use for the top side of the Skybox.
* @param front Image to use for the front side of the Skybox.
* @param left Image to use for the left side of the Skybox.
* @param bottom Image to use for the bottom side of the Skybox.
* @param back Image to use for the back side of the Skybox.
* @param name The objectName to use for this Skybox.
*/
Skybox(
const std::string & right, const std::string & top,
const std::string & front, const std::string & left,
@@ -50,6 +74,9 @@ namespace Qtk {
* Public Methods
************************************************************************/
/**
* Draws the skybox.
*/
void draw();
private:
@@ -57,6 +84,9 @@ namespace Qtk {
* Private Methods
************************************************************************/
/**
* Initializes OpenGL buffers and shaders for this skybox.
*/
void init();
/*************************************************************************

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@@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Texture class to help with texture and image initializations ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@@ -8,9 +8,8 @@
#include <QDebug>
#include <QImageReader>
#include <utility>
#include <texture.h>
#include "texture.h"
using namespace Qtk;
@@ -20,8 +19,8 @@ QImage * OpenGLTextureFactory::initImage(
QImageReader::setAllocationLimit(512);
auto loadedImage = new QImage(QImage(image).mirrored(flipX, flipY));
if(loadedImage->isNull()) {
qDebug() << "Error loading image: " << image << "\n";
qDebug() << QImageReader::supportedImageFormats();
qDebug() << "[Qtk::OpenGLTextureFactory] Error loading image: " << image
<< "\nSupported types: " << QImageReader::supportedImageFormats();
return Q_NULLPTR;
}
@@ -58,9 +57,7 @@ QOpenGLTexture * OpenGLTextureFactory::initCubeMap(
const QImage & right, const QImage & top, const QImage & front,
const QImage & left, const QImage & bottom, const QImage & back) {
auto texture = new QOpenGLTexture(QOpenGLTexture::TargetCubeMap);
std::vector<QImage> faceTextures = {std::move(right), std::move(top),
std::move(front), std::move(left),
std::move(bottom), std::move(back)};
std::vector<QImage> faceTextures = {right, top, front, left, bottom, back};
// Initialize skybox cubemap texture
texture->create();
texture->bind();

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@@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Texture class to help with texture and image initializations ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@@ -9,11 +9,12 @@
#ifndef QTOPENGL_TEXTURE_H
#define QTOPENGL_TEXTURE_H
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include <utility>
#include <qtkapi.h>
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include "qtkapi.h"
namespace Qtk {
/**
@@ -155,52 +156,109 @@ namespace Qtk {
Texture() = default;
/**
* Copies an existing Texture object.
*
* @param value Texture to copy.
*/
Texture(const Texture & value) {
mOpenGLTexture = OpenGLTextureFactory::initTexture(value.mPath);
mPath = value.mPath;
}
/**
* @param path Path to texture to load on disk.
* @param flipX True if texture is to be flipped on the X axis.
* @param flipY True if texture is to be flipped on the Y axis.
*/
explicit Texture(
const char * path, bool flipX = false, bool flipY = false) :
mOpenGLTexture(OpenGLTextureFactory::initTexture(path, flipX, flipY)),
mPath(path) {}
/**
* Construct a Texture using an existing QOpenGLTexture.
*
* @param texture OpenGL texture to use for this Texture.
*/
explicit Texture(QOpenGLTexture * texture) : mOpenGLTexture(texture) {}
~Texture() { mOpenGLTexture->destroy(); }
/*************************************************************************
* Public Methods
************************************************************************/
/**
* @return True if the OpenGL texture has been initialized.
*/
[[nodiscard]] inline bool hasTexture() const {
return mOpenGLTexture != Q_NULLPTR;
}
/*************************************************************************
* Accessors
************************************************************************/
/**
* @return QOpenGLTexture associated with this Texture.
*/
[[nodiscard]] inline QOpenGLTexture & getOpenGLTexture() const {
return *mOpenGLTexture;
}
/**
* @return Path to this Texture on disk.
*/
[[nodiscard]] inline std::string getPath() const { return mPath; }
/*************************************************************************
* Setters
************************************************************************/
void setTexture(
/**
* Replaces the current texture with a new texture.
*
* @param path Path to the new texture to load.
* @param flipX True if texture is to be flipped on the X axis.
* @param flipY True if texture is to be flipped on the Y axis.
*/
inline void setTexture(
const std::string & path, bool flipX = false, bool flipY = false) {
mOpenGLTexture =
OpenGLTextureFactory::initTexture(path.data(), flipX, flipY);
mPath = path.data();
setTexture(path.c_str(), flipX, flipY);
}
void setTexture(
/**
* @param path Path to the new texture to load.
* @param flipX True if texture is to be flipped on the X axis.
* @param flipY True if texture is to be flipped on the Y axis.
*/
inline void setTexture(
const char * path, bool flipX = false, bool flipY = false) {
mOpenGLTexture = OpenGLTextureFactory::initTexture(path, flipX, flipY);
mPath = path;
}
/**
* Sets this Texture to be a cube map with all identical sides.
*
* @param path Path to texture to use for all sides of the cube map.
*/
virtual inline void setCubeMap(const char * path) {
mOpenGLTexture = OpenGLTextureFactory::initCubeMap(path);
mPath = path;
}
/**
* Sets this Texture to be a cube map with provided sides.
*
* @param right Path to texture to use for right cube map side.
* @param top Path to texture to use for top cube map side.
* @param front Path to texture to use for front cube map side.
* @param left Path to texture to use for left cube map side.
* @param bottom Path to texture to use for bottom cube map side.
* @param back Path to texture to use for back cube map side.
*/
virtual inline void setCubeMap(
const char * right, const char * top, const char * front,
const char * left, const char * bottom, const char * back) {
@@ -208,6 +266,16 @@ namespace Qtk {
right, top, front, left, bottom, back);
}
/**
* Sets this Texture to be a cube map with provided sides.
*
* @param right Path to texture to use for right cube map side.
* @param top Path to texture to use for top cube map side.
* @param front Path to texture to use for front cube map side.
* @param left Path to texture to use for left cube map side.
* @param bottom Path to texture to use for bottom cube map side.
* @param back Path to texture to use for back cube map side.
*/
virtual inline void setCubeMap(
const QImage & right, const QImage & top, const QImage & front,
const QImage & left, const QImage & bottom, const QImage & back) {
@@ -215,18 +283,14 @@ namespace Qtk {
right, top, front, left, bottom, back);
}
/*************************************************************************
* Public Methods
************************************************************************/
[[nodiscard]] inline bool hasTexture() const {
return mOpenGLTexture != Q_NULLPTR;
}
private:
/*************************************************************************
* Private Members
************************************************************************/
/**
* @param texture QOpenGLTexture to use for this Texture.
*/
inline void setTexture(QOpenGLTexture * texture) {
mOpenGLTexture = texture;
}
@@ -235,7 +299,6 @@ namespace Qtk {
/* Path to this texture on disk or Qt resource. */
const char * mPath {};
};
} // namespace Qtk
#endif // QTOPENGL_TEXTURE_H

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@@ -1,13 +1,13 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Transform3D class to represent object position in 3D space ##
## From following tutorials at trentreed.net ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <transform3D.h>
#include "transform3D.h"
using namespace Qtk;
@@ -16,7 +16,7 @@ const QVector3D Transform3D::LocalUp(0.0f, 1.0f, 0.0f);
const QVector3D Transform3D::LocalRight(1.0f, 0.0f, 0.0f);
/*******************************************************************************
* Transformations
* Public Methods
******************************************************************************/
void Transform3D::translate(const QVector3D & dt) {
@@ -29,19 +29,16 @@ void Transform3D::scale(const QVector3D & ds) {
mScale *= ds;
}
void Transform3D::rotate(const QQuaternion & dr) {
m_dirty = true;
mRotation = dr * mRotation;
}
void Transform3D::grow(const QVector3D & ds) {
m_dirty = true;
mScale += ds;
}
/*******************************************************************************
* Setters
******************************************************************************/
void Transform3D::rotate(const QQuaternion & dr) {
m_dirty = true;
mRotation = dr * mRotation;
}
void Transform3D::setTranslation(const QVector3D & t) {
m_dirty = true;
@@ -58,12 +55,6 @@ void Transform3D::setRotation(const QQuaternion & r) {
mRotation = r;
}
/*******************************************************************************
* Accessors
******************************************************************************/
// Produces modelToWorld matrix using current set of transformations
// Transformation * rotation * scale = modelToWorld
const QMatrix4x4 & Transform3D::toMatrix() {
if(m_dirty) {
m_dirty = false;
@@ -75,10 +66,6 @@ const QMatrix4x4 & Transform3D::toMatrix() {
return mWorld;
}
/*******************************************************************************
* Queries
******************************************************************************/
QVector3D Transform3D::getForward() const {
return mRotation.rotatedVector(LocalForward);
}
@@ -89,13 +76,10 @@ QVector3D Transform3D::getUp() const {
QVector3D Transform3D::getRight() const {
return mRotation.rotatedVector(LocalRight);
while(true) {
int xx;
};
}
/*******************************************************************************
* QT Streams
* Private Methods
******************************************************************************/
namespace Qtk {

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@@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Transform3D class to represent object position in 3D space ##
## From following tutorials at trentreed.net ##
## ##
@@ -15,12 +15,10 @@
#include <QVector3D>
#ifndef QT_NO_DEBUG_STREAM
#include <QDebug>
#endif
#include <qtkapi.h>
#include "qtkapi.h"
namespace Qtk {
/**
@@ -37,75 +35,154 @@ namespace Qtk {
mTranslation(0.0f, 0.0f, 0.0f) {}
/*************************************************************************
* Transformations
* Public Methods
************************************************************************/
/**
* @param dt Translation from last to current position.
*/
void translate(const QVector3D & dt);
/**
* @param dx X translation from last to current position.
* @param dy Y translation from last to current position.
* @param dz Z translation from last to current position.
*/
inline void translate(float dx, float dy, float dz) {
translate(QVector3D(dx, dy, dz));
}
// Scale object with multiplication
/**
* Scale the object size.
*
* @param ds Scalar vector to apply to the transform.
*/
void scale(const QVector3D & ds);
/**
* Scale the object size.
*
* @param dx Amount to scale on the X axis.
* @param dy Amount to scale on the Y axis.
* @param dz Amount to scale on the Z axis.
*/
inline void scale(float dx, float dy, float dz) {
scale(QVector3D(dx, dy, dz));
}
/**
* Scale the object size.
*
* @param factor Scalar to apply to all axis of the object.
*/
inline void scale(float factor) {
scale(QVector3D(factor, factor, factor));
}
// Multiplying by a rotation
void rotate(const QQuaternion & dr);
inline void rotate(float angle, const QVector3D & axis) {
rotate(QQuaternion::fromAxisAndAngle(axis, angle));
}
inline void rotate(float angle, float ax, float ay, float az) {
rotate(QQuaternion::fromAxisAndAngle(ax, ay, az, angle));
}
// Scale object by addition
/**
* @param ds 3D vector to add to scale axis.
*/
void grow(const QVector3D & ds);
/**
* @param dx Amount to grow X axis.
* @param dy Amount to grow Y axis.
* @param dz Amount to grow Z axis.
*/
inline void grow(float dx, float dy, float dz) {
grow(QVector3D(dx, dy, dz));
}
/**
* @param factor Amount to grow all axis equally.
*/
inline void grow(float factor) {
grow(QVector3D(factor, factor, factor));
}
/**
* @param dr Rotation to apply to the transform.
*/
void rotate(const QQuaternion & dr);
/**
* @param angle Angle to rotate.
* @param axis Axis to rotate apply the rotation on.
*/
inline void rotate(float angle, const QVector3D & axis) {
rotate(QQuaternion::fromAxisAndAngle(axis, angle));
}
/**
* Apply rotation upon an axis represented by the 3D vector (x, y, z)
*
* @param angle Angle to rotate.
* @param ax X axis to apply the rotation on.
* @param ay Y axis to apply the rotation on.
* @param az Z axis to apply the rotation on.
*/
inline void rotate(float angle, float ax, float ay, float az) {
rotate(QQuaternion::fromAxisAndAngle(ax, ay, az, angle));
}
/*************************************************************************
* Setters
************************************************************************/
// Set object position
/**
* @param t Position to move the transform to.
*/
void setTranslation(const QVector3D & t);
/**
* @param x X position to set transform.
* @param y Y position to set transform.
* @param z Z position to set transform.
*/
inline void setTranslation(float x, float y, float z) {
setTranslation(QVector3D(x, y, z));
}
// Set object scale
/**
* @param s Scale to set for this transform.
*/
void setScale(const QVector3D & s);
/**
* @param x X axis scale to set for this transform.
* @param y Y axis scale to set for this transform.
* @param z Z axis scale to set for this transform.
*/
inline void setScale(float x, float y, float z) {
setScale(QVector3D(x, y, z));
}
/**
* @param k Scale to set for all axis on this transform.
*/
inline void setScale(float k) { setScale(QVector3D(k, k, k)); }
// Set object rotation
/**
* @param r Rotation to set for this transform.
*/
void setRotation(const QQuaternion & r);
/**
* @param angle Angle to set for rotation.
* @param axis Axis to set rotation for.
*/
inline void setRotation(float angle, const QVector3D & axis) {
setRotation(QQuaternion::fromAxisAndAngle(axis, angle));
}
/**
* Sets a rotation upon an axis represented by the 3D vector (x, y, z)
*
* @param angle Angle to set rotation.
* @param ax X axis to set angle for.
* @param ay Y axis to set angle for.
* @param az Z axis to set angle for.
*/
inline void setRotation(float angle, float ax, float ay, float az) {
setRotation(QQuaternion::fromAxisAndAngle(ax, ay, az, angle));
}
@@ -114,31 +191,55 @@ namespace Qtk {
* Getters
************************************************************************/
/**
* @return Translation for this transform.
*/
[[nodiscard]] inline const QVector3D & getTranslation() const {
return mTranslation;
}
/**
* @return Scale for this transform.
*/
[[nodiscard]] inline const QVector3D & getScale() const { return mScale; }
/**
* @return Rotation for this transform.
*/
[[nodiscard]] inline const QQuaternion & getRotation() const {
return mRotation;
}
/**
* @return Model to world matrix for this transform.
* transformation * rotation * scale = ModelToWorld
*/
const QMatrix4x4 & toMatrix();
/**
* @return Forward vector for this transform.
*/
[[nodiscard]] QVector3D getForward() const;
/**
* @return Up vector for this transform.
*/
[[nodiscard]] QVector3D getUp() const;
/**
* @return Right vector for this transform.
*/
[[nodiscard]] QVector3D getRight() const;
/*************************************************************************
* Public members
* Public Members
************************************************************************/
static const QVector3D LocalForward, LocalUp, LocalRight;
private:
/*************************************************************************
* Private members
* Private Members
************************************************************************/
QVector3D mTranslation;
@@ -156,7 +257,6 @@ namespace Qtk {
#endif
};
// Qt Streams
#ifndef QT_NO_DEBUG_STREAM
QDebug operator<<(QDebug dbg, const Transform3D & transform);
#endif

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@@ -1,2 +0,0 @@
#define QTK_RESOURCES "@QTK_RESOURCES@"

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@@ -1,53 +0,0 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Classes for managing objects and data within a scene ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <camera3d.h>
#include <resourcemanager.h>
#include <scene.h>
#include <texture.h>
using namespace Qtk;
Camera3D Scene::mCamera;
QMatrix4x4 Scene::mProjection;
/*******************************************************************************
* Constructors, Destructors
******************************************************************************/
Scene::Scene() {
mCamera.getTransform().setTranslation(0.0f, 0.0f, 20.0f);
mCamera.getTransform().setRotation(-5.0f, 0.0f, 1.0f, 0.0f);
}
Scene::~Scene() {
for(auto & mesh : mMeshes) {
delete mesh;
}
for(auto & model : mModels) {
delete model;
}
delete mSkybox;
}
void Scene::privateDraw() {
if(!mInit) {
initializeOpenGLFunctions();
init();
mInit = true;
}
if(mSkybox != Q_NULLPTR) {
mSkybox->draw();
}
for(auto & model : mModels) {
model->draw();
}
for(const auto & mesh : mMeshes) {
mesh->draw();
}
}

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@@ -1,125 +0,0 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Classes for managing objects and data within a scene ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_SCENE_H
#define QTK_SCENE_H
#include <camera3d.h>
#include <meshrenderer.h>
#include <model.h>
#include <skybox.h>
#include <QMatrix4x4>
namespace Qtk {
/**
* An abstract Scene class to inherit from when building new scenes.
*
* This class provides the following objects to any inheriting scene:
* Skybox, Camera
* This class also provides containers for N instances of these objects:
* MeshRenderers, Models
*
* To inherit from this class and define our own scene we must:
*
* Override and define the `init()` virtual member function. If we want our
* scene to render using a Skybox, we should also initialize the mSkybox
* member within the overridden definition of `init()` using
* `Scene::setSkybox(...)`
*
* If the scene is to render any kind of movement we are required to override
* the `update()` virtual method.
*
* If the child scene adds any objects which are not managed (drawn) by this
* base class, the child scene class must also override the `draw()` method.
*/
class Scene : protected QOpenGLFunctions {
public:
/*************************************************************************
* Contructors / Destructors
************************************************************************/
Scene();
~Scene();
/*************************************************************************
* Public Methods
************************************************************************/
/**
* Initialize objects within the scene
*/
virtual void init() = 0;
/**
* Function called during OpenGL drawing event.
*
* This function is only called when the widget is redrawn.
*/
virtual void draw() { privateDraw(); };
/**
* Function called to update the QOpenGLWidget. Does not trigger a redraw.
*
* Calling this several times will still result in only one repaint.
*/
virtual void update() {}
/*************************************************************************
* Accessors
************************************************************************/
static Camera3D & getCamera() { return mCamera; }
static QMatrix4x4 getViewMatrix() { return mCamera.toMatrix(); }
static QMatrix4x4 & getProjectionMatrix() { return mProjection; }
inline Skybox * getSkybox() { return mSkybox; }
/*************************************************************************
* Setters
************************************************************************/
inline void setSkybox(Skybox * skybox) { mSkybox = skybox; }
private:
/*************************************************************************
* Private Members
************************************************************************/
static Camera3D mCamera;
static QMatrix4x4 mProjection;
bool mInit = false;
/*************************************************************************
* Private Methods
************************************************************************/
/**
* Handles drawing members encapsulated by this base class.
* Child classes do not need to draw these objects manually.
*/
void privateDraw();
protected:
/*************************************************************************
* Protected Members
************************************************************************/
/* The skybox for this scene. */
Skybox * mSkybox {};
/* MeshRenderers used simple geometry. */
std::vector<MeshRenderer *> mMeshes {};
/* Models used for storing 3D models in the scene. */
std::vector<Model *> mModels {};
};
} // namespace Qtk
#endif // QTK_SCENE_H